I was thinking about why everyone is consistently unhappy about how Blizzard releases systems and rewards and I think I figured it out. Gaining a reward most of the time is not tied to any challenge, it is purely tied to spending enough time in the game. Sure, you go and do different activities, but when those aren’t challenging, when you do them and have a streamer or a podcast in the background, it just feels like a chore. And nobody likes being made to do chores. Having some is fine, but there’s such a thing as too much.
Take gear - you just get it by doing an easy dungeon every week. It’s not a matter of you overcoming a challenge, it is a matter of you just logging on and doing braindead content. Everything is like this. Everyone can clear a heroic raid these days. It doesn’t feel like an achievement.
The problem with that is that players never feel as if they earned a reward. The feeling is closer to you getting your wage at the end of the week. “OF COURSE I’m getting paid, I worked for this idiot.” This is not a good feeling.
But Blizzards then needs to space things out so players don’t burn through the game too quickly… and how do they do it? By making you put enough time in the game. Because your time is a finite and very strict resource that Blizzard can use to design spreadsheets. Through being easy, WoW has conditioned players to feel entitled to rewards. And there’s nothing wrong with players for that - they’re right to feel this way. The game design is the problem.
Instead of making Horrific visions challenging, Blizzard decided to timegate you with the research system, with the cloak quest. Why not have players just get their fully upgraded cloak when they’re able to fully clear a vision? Just give them that objective and let them figure it out and make visions harder. For some it’ll take weeks, others will be able to do it right away. So what?
Mythic dungeon levels work perfectly - your key is tied directly to your performance with your team. If you want to do +20, you just burn through the content until you get to that key, there is nothing holding you back other than your own power.
This is how the entire game should be designed, but then you have the weekly chest… why? Just boost gear drops slightly and remove this reward for just putting in time. It’s not needed. The current game design is not too far removed from just mailing you a +5ilvl upgrade every week if you log in for 3 hours through the week.
Easy, time wasters should be a part of MMOs, and ideally they should be braindead - let me just farm in a zone for 3 hours while listening to old O&A clips, please. Why should I have to do visions, to load in and out of maps, to do dungeon and boss mechanics for my farming? Just let me farm in peace. If you’re gonna waste my time at least don’t pretend like you’re doing something more. Everything outside of farming mobs in the open world should be a challenge. And all reward and progression should solely be tied to player power. The Heart of Azeroth upgrades should’ve been tied to defeating bosses and clearing content, and how high you could level up your heart of azeroth should’ve been tied to how far you can go in said content.
Yes, when the server progresses more, new players will be carried to higher-tier content and skip the progression and that’s kind of the point. When you tie things to power, instead of time, the catch up mechanics become intrinsic to the game, and you never have to design them and make all the people who put in the Time feel like suckers for playing your game.
Or just stop pretending and send everyone a 475 every week if they just play for enough hours.