According to your logic - pleasing only the majority would mean that mythic raids shouldnt be developed orgive high item level since only a small minority does them.
ontop of that, PvE gear was absolutely useless in MoP other than the very first season and MAYBE 1 single item if that gave you ~ +3 more socket slots
Theyâre removing the conquest requirement on the weapon according to Ionâs Twitter. Why do they always put these terrible things in game knowing people will go nuts and theyâll have to reverse it?
while that is nice to hear, it still does not even fix the problem in the slightest, either way a weapon will take around 3 weeks and by that time who doesnt have a weapon from M+ or a Raid already ? Lets not take your entire gear into account.
Like most of the highrated player will be full mythic + geared by the end of the week
This is a full gear difference whereas PvP player can buy 1 item, 1 and not even a big one, a freaking ring
dunno just cant comprehend how anyone can go with this idea without realising how stupid it is
they need to make rated aren/bg farms to give equal gear as spaming m+
Thatâs the thing. Itâs not that theyâre âblindâ to the effects it has. Look instead at what the design is making you do as a player, where you feel pushed to participate in.
After reading that blue post, it took you what, a second to realise the disparity and timegating? Yeah well, theyâre not stupid. They are fully aware of it. Just look at the expansions since the start of Legion. Thatâs when they started to make it possible to wear gear in both PvP and PvE without a drawback like before that, and those doing mythic raiding and their world quests certainly got a much faster and better progression than those who only stuck to PvP. Thatâs by design. Then BFA came, and now SL.
Thing is, Blizzard has the âbigâ design decisions left up to the upper echelon of the corporate management in-house, with directives from the corporate group as well. (This influence from the group has increased these last few years, but thatâs kinda besides the point.)
The developers, the creative minds, and so on, most of them are not in positions where they even have a say in what designs they decide to go with. Theyâre just there to do their job, with the usual office bureaucracy with an option to submit ideas but is easily ignored and so on.
They are trained in how to make hamsters run more, and how to make hamsters run faster.
So instead of reacting to the small details like what the timegating looks like, or what the ilvls are and so on, look instead at the design philosophy theyâve been following for YEARS now. Which is to make most PvP rewards easier and more common to achieve, and to make PvE the best gearing path. In many cases the PvE gearing path is even essential, not just best.
These are all decisions the people in charge have made.
Then the gameplay designs and so on, on top of rewards being easier to achieve, they all stink of an ever-increasing âcasual-friendlyâ design overall. Now, as Jito put it in the past, they were following a âdoughnutâ model of content design, where nobody was hard-limited to just a small part, and many could achieve a lot even if they couldnât explore all of one type of content.
What Blizzard have done methodically over the years, is make more and more of the game overall, to be catered to the casual player base. Less and less is becoming âexclusiveâ for the core gamers. Iâd not call it a âdoughnutâ model anymore.
I donât even see the conquest weapons at vendor wth?
i mean yeah that is all true and nothing new really but the problem i have is that its still bad for the game.
I genuinely believe more people would play & pay if class design wasnt as casual friendly and all these casual friendly changes werenât made to this extend. I know why they do it but for god sake it doesnt pay off in my mind, i just dont see as many casuals playing as this would be profitable. Can i be for sure ? No. But can they be for sure ? They canât aswell, they can just guess. They have just shifted to this kinda style you mentioned after MoP and never even tried to attempt another direction.
This is what mainly bothers me
Look at Classic, and the amount of core gamers there. The ones breaking their backs, pumping in weeks/months of gameplay on farm alone, just to do the best possible in raids.
While casual-friendly game designs appeals to a broader potential player base, theyâre also the kind of games people are quick to try but very quick to quit as well. They jump like theyâve got extreme ADHD, from one game to the next, never settling on anything. While the potential core player base are typically more loyal, although they arenât as many as the casual gamers by default, since it requires much more out of you to be a core gamer type.
Itâs like comparing the same players logging in, letâs say daily, to new players trying out the game every day but never really sticking around in the long run. It becomes like a revolving door when they discourage the loyal core gamer type, while trying to lure in more of the fickle casual gamer type.
By the way, itâs not that they âarenât sureâ. Itâs a huge industry, with a lot of corporate research involved, in order to develop games that leads to more revenue. The people in charge at Blizzard are pretty clearly choosing designs thatâs based on that kind of research, wouldnât you agree?
An easier way to put it is that theyâre opting for that revolving door model more and more, while leaving the option of delving deeper into the game for the core gamer type. But the cost of opting for that revolving door more and more, is that it reduces the value of the rewards for the core gamer type. Itâs like comparing Naxx in Vanilla, to the 5-man dungeon gear back then. The value of the rewards from Naxx was huge compared to the 5-man. While now, while opting for the revolving door, thereâs less meaning in clearing everything to the most difficult layer of game design.
Itâs the natural cost of doing so. Itâs just one symptom out of many that points towards the game becoming more and more casual-friendly.
Itâs basically them saying with their actions that they arenât even trying to appease the core gamer type anymore, as much as theyâre trying to appease the casual gamer type.
Which imo is ridiculous for a game that gets its stable revenue mainly from subscriptions, but w/eâŠ
PS:
This is why itâs kinda meaningless to focus so much on the small details. Itâs the overall design philosophy where the problems lie, and what you should really be focusing on. Because thatâs what leads to year after year after year after year of an ever-increasing focus on casual game design.
eh yes and no, ofc that is right but one saying is that you should never expect a big mastermind behind everything someone does when it can simply be explained by stupidity. And Diabolo mobile just showcased this perfectly
While much of what youre saying is true and well known, blizzard aswell does mistakes so you cant just say âthey do it because it pays off the mostâ sure most of what they do does, but by far not everything.
Im well aware of the fact that they wont let off the path they go with the game, but there are adjustments that can be made to please both sides on the medal and not just one. At least in some aspects of the game and that mainly is PvP, at least that is what begs my interest the most
Thatâs called Hanlonâs Razor, and itâs not to be applied to specific cases as an absolute truth. Itâs just a general mindset thatâs healthier to have.
However, game design itself is much more methodic than you seem to think. Itâs not monkeys in suits making the design decisions, you know? The Diablo mobile game announcement had a lot of backstory to it, but essentially they were signalling to investors that theyâre spending a lot on mobile games from then on. The investors press conference afterwards confirmed it, with Mike Morhaime. Itâs the same press conference where Mike said that their developers are actually spending more and more time playing mobile games.
And Iâm telling you, which you should have noticed by now after all these years of these design choices, that theyâre intentionally making you do more PvE. People could stick to only PvP if they were a PvPer in WoD for example, after completing the garrison, and since then theyâve gradually made PvE a more integral part of the game for PvPers. By design. Because thatâs how you make PvEers feel more rewarded for having done what they were already doing, when they try PvP.
Canât wait to leave a raid after i got the items i need
ok but at this point you just keep repeating yourself. Its no secret why blizzard does things the way they do.
You simply just try and label these actions as the best way possible to handle this game and the playerbase which you honestly cant believe by urself. Otherwise Iâd be concerned
Thatâs generalizing too much. What matters is the intentions behind the design choices. And thatâs to make you as a PvPer do more PvE.
I never even alluded to that. Of course Iâd never say it. Iâm saying itâs the reasoning behind what theyâre doing. imo the game would be better off having PvP split off into its own servers like the arena tournament, and having the rewards be account-wide since thatâs a thing these days (which back then was just a title).
Thatâd be cleaner and enable more PvP-specific design choices and development.
Because of the achievement, 5000 conquest earned, itâs longer than that, 9 or 10 weeks.
they removed the requirement, check ions twitter
Still the 550 per week is joke
holinka halp pls!!!
1000% i agree with u my dude its horrible.
Nice.