Matchmaking is the only real fix for the M+ problem

Sure. But generally these people want the world to bend to them and think its utterly unreasonable that they modify their approach a little.

Hence this thread.

Hell, I’ve seen people list a +13 of some description. They declined me. I’ve gotten into the exact same key level / dungeon, timed it and opened up the group finder and found them there still just looking for that unicorn meta or whatever.

I’m not saying the system is perfect (far from it) but there are social solutions to this problem and people refuse to accept and use them.

And now we’ve come full circle again for the 50th time in this thread.

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Blizzard is not the world. It’s a video game with a system design that can be modified slightly. Modifying the system to adjust to player behaviour is more reasonable than expecting players to play in ways they don’t wanna play?

Especially if the vast majority of players use LFG. For example Blizzard could simply start with automating sign ups. They don’t have to immediately jump to matchmaking

There was a huge shift already back in DF with the release of mop remix and plumderstorm - both crazy popular both catered towards the most casual part of wow playerbase as it vwas possibile.

The popularity and good reception of anniversary event was nail to the coffin to Ions vision of old wow and shift towards what its coming now

Look at the changed to gearing , look at visions coming look at addition they are doing to dvelves.

Only thing still shocking to me is that he kwot his job after all this - the materials he collected on people in blizz must be really really compromising them if he is still working in blizz.

The wind of change is already blowing at max speed .

And its a good thing

Legion remix will further ensure them its good direction

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I resubbed after seeing that Ion interview to make combat addons obsolete, and after seeing Legion remix testing out features that are just focused on being fun primarily without worrying about pro-scene stuff.

:man_facepalming:

The players can also modify their behavior slightly. This is what I am advocating.

Jesus Christ, I know the game can be “modified slightly” People have spent the last 2000 posts saying why its a bad idea and you just keep ignoring them.

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This doesn’t make any sense at all though. How do you balance performance?

Let’s take DPS.

2 exact DPS players down to the molecule.

DPS A gets a tank that pulls 2 packs at a time

DPS B gets a tank that pulls 6 packs at a time but controlled.

Guess who gets more score? This can randomly happen constantly. There never could be true skill based mmr

We are so close to “No timers” ,“No affixes” and “No key levels”. Cmon guys I know we can do it. I believe.

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As long as it’s not “no cheese”!

You should’ve waited till autumn.

But, we have that already. It’s called M0.

Of course there could be. If the game can guess what your next best ability is (one-button rotation) then it can calculate the expected damage too.

Then it’s a simple comparison between the expected damage and the actual damage. The percentage is the performance, not the damage done.

Okey and how does that system can anticipate what others do?

Like in theory I can do X DMG on that mob but the tank pulls the mob around a corner or the monk hits touch of death.

Does the system says I did good cause I tryd casting or does it says I did bad cause I did no DMG.
What is when I can’t kick cause the prot Pala handles all the kicks?
And let’s not even start with different DMG profiles.
Does the system understand that I do less DMG on the trash cause I am an affliction lock and I have to very bursty DPS with me

The question is, why does this need to be M+? If those drooling idiots want to do mythic raids, why not tune down the mythic raids till a monkey without a keyboard can do it?

Right, because mythic raids were not meant for those players…

But for some reason M+ needs to be adjusted for everyone? I don’t get it. Do Delves, LFR, Heroic dungeons, world bosses, and so forth. Leave the challenging content for players who actually want to press their buttons…

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I don’t know if you’ve noticed it, but Blizzard does this tournament once in a while where they basically advertise the game through the attraction of the Mythic Dungeon feature.
That’s sort of what’s supposed to draw people in.

And if they do get in, Blizzard really also does try to get them to play Mythic Dungeons. There’s this Vault thing that ties into it. There are some unique Seasonal rewards. There are a lot of desirable items. Currencies. You know.

And obviously an MMORPG needs a point of attraction - like any game does. There has to be something that gives off the vibe that this is the cool thing everyone is doing in gaming right now and if you want to be cool, then you should go do it as well!!
And Blizzard have chosen to put most of their eggs in the basket called Mythic Dungeons. They could have elevated Fishing and Pet Battles as the cool and awesome stuff in World of Warcraft, but for some reason they settled on Mythic Dungeons.

And because they settled on Mythic Dungeons and they’ve invested development resources to make the feature look really pretty and shiny, and they’ve poured a lot of money into the marketing and advertising machine, then Mythic Dungeons also have to pay off as an investment. And that means that they have to attract the attention (and the money) of more gamers than the bunch of nerds Blizzard already have playing Mythic Dungeons.

It’s because WoW is a business. And Blizzard invests in areas of that business to seek growth. One of those areas of investment is Mythic Dungeons.

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Nothing of this explains why M+ needs to be adjusted for the … ones who can’t be bothered learning how to press wasd.

That they market dungeons as a feature, sure. That’s clear. They do the same with Arenas and Mythic Raiding (indirectly, yet directly). And? I don’t see how certain goals then have to be approachable by the worst players. It doesn’t make sense.

You can make +0-10 as easy as possible. Then what? Then you get the +11 border where they suddenly get stuck while the pot of gold is at the other side of the wall. What happens then? Well, we’ll scream about gatekeeping, again.

If you’ve attracted new or returning players to World of Warcraft through your Mythic Dungeon advertisement push, then those new and returning players also need to have a great time playing Mythic Dungeons, otherwise they’re just going to leave the game again.
And recently, for some reason, Blizzard have really started focusing a lot on this word called “retention”. I’m not quite sure what it means, but I think it has something to do with the market…

What constitutes a satisfying game experience in World of Warcraft?

Average Joe sees Blizzard’s fancy advertisement and MDI on twitch and decides to give the game a try.

What kind of game experience does World of Warcraft have to give Average Joe in order to make him stick around for the next subscription, the next Season, and the next expansion?

The answer to that is the “what”.

And I bet Blizzard’s business analysts are doing a lot of market research and pouring over all their questionnaires and looking very carefully at what reason players give for cancelling their subscriptions. Because they would also really like to know.

Sure. But a ‘too easy’ challenge will also make players leave rather quickly. Same with a ‘too quick’ gearing path. The whole point of such challenges is…is that you overcome a challenge. That feeling is nonexistent if you can just faceroll through it. Then it just becomes a … chore. Game designing is pure and utter psychology.

This has always been a mixture of thing. I’d even argue that the first question, even though it depends on the players…we should not ask the players. Why? They do not know what they want. I know you can toss in the “you think you do, but you don’t” quote from one of the Blizzcons, but that’s actually right.

Ask the average Joe, and all they want is fancy gear, as fast as possible, with the least resistance as possible. Then what? Right, they quit.

But even the in-game systems do not guarantee that the average Joe sticks around. Why? It depends on other games as well. The average, real, gamer tends to hop around. Unlucky in timing? Too bad, your fancy new system that’s aimed to keep those players around failed horrendously even though it was perfectly made and implemented…it still can’t beat the release of [insert AAA game release].

I think this whole stance of “First we attract players, then we change the content to accomedate them” is wrong. You can’t make people like content by making it easier. You only make them go through it faster.

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I’m sorry, but can we stop pretending to know what the “average joe” wants? (And this is is not a direct attack on you Magiola, your post was just the last one to mention it). All these arguments fall flat on their face because none here can speak for someone else.

Great Jito and Broduin can say “the average joe wants easy access to dungeons via soloQ”. And then I can say “No no, the average joe wants to go and make friends so they have someone to play the game with”. Both hold exactly the same amount of water. And if you ask random number of the “average joes” they will all have different answers for what they want. “I want SoloQ”, “I want to find a community”, “I want to ride trains”, “I just want to see the world bur… I mean I like meat balls”.

Please stop entertaining the idea that you speak for the unrepresented minority.

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It wasn’t really meant as ultimate truth, more as extreme example related to the line above it; they (including myself actually) have no clue what they really want…all they know is what they think they want. But considering psychology, giving players what they want in the way they want it…is not a guarantee for actual a joyful experience. It is almost guaranteed to be the opposite.

Edit: so what I say is this: do not adjust game modes to attract many more players, or to please more players, design game modes for a specific kind of players and improve it within that context. Shifting this is guaranteed to displease plenty…

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This is why Blizzard should ask players that interact with their systems on a meaningful level. They can articulate their wishes better than Lil Timmy (give more detailed feedback).