Depends a bit on spec/class, but sure, you have a point. Especially when you look at boss fights and whatnot.
But in the defence of that: Since WoW is such an old game, with many experienced players, a bit of a shift was probably needed to keep things from getting too boring/samey.
Yes, but Wow has to reflect the players’ capabilities; otherwise, no one will play it. There is a reason why specific genres of games are niche, and that’s due to difficulty. Look at a From Soft game; they aren’t that hard if you know how to play them, but if you don’t have that legacy knowledge, the barrier to entry is far higher, and most people don’t want to do that. Wow was also not inherently complex. It was relatively easy in vanilla; it just took a long time, and as they increased the game’s complexity, even though it might not be complex to some, it stopped people from trying. This is why raiding in FF14 is much more accessible for the average person because a lot of people just want to come home and raid instead of reading a guide or having to learn a strategy or use an addon etc.
A lot of people just want to open up Raid Finder, click find group use their eyes and enjoy the spectacle of a raid fight.
I was thinking of explaining the intricacies of the game and how that would not work at all.
Ranging of how the player “models” are just one big cylinder, and how there is no physics detection on the extremities. What you are asking would mean to redesign ALL models of the game and ADDING skeletons to each and everyone that would interact with the game physics.
Apart from not knowing if something like this is supported from the game engine, it would be akin to developing a new game from the workload perspective.
But while I was typing all that, I though that those would be obvious to anyone that has ever done any quest involving you mounting a turret and shooting units from the sky (something they use quite often and showcases how bad model detection is in the game).
No, you can’t. The logistical complexity of challenging content is antithetical to a raid finder experience, which is why it doesn’t happen because the friction between players is too great. This is why challenging content is done in statics and guilds, which takes people months to progress. The experience will be awful if you have to find a new group every time that matches your level of progress.
This doesn’t happen in 30-40-minute gameplay windows. The average person doesn’t want to talk with the person next to them. They want a touch-and-go experience. The experience for more complex interaction is already there and well catered to.
This is why LFR is worse than normal, it’s already too hard for the majority of people who can’t use basic visual markers such as soaking orbs which are travelling towards a boss, or don’t stand in fire, or interrupting a basic mob. You’re dealing with a player base who struggles with terrodatcyles in Atal Dazar and can’t even work out the final boss in the Temple of Sethralis or the final boss of Underrot. They don’t pay attention to sockets, enchants, potions or food.
This is why raiding in classic is popular because the majority of the players can only handle 1-2 mechanics and it’s very easy compared to a modern encounter. One of the biggest feedbacks for people on LFR Fyrak this expansion was he felt too spongy compared to other bosses which is insane when you think about it but these people don’t want a challenging time they want a fun spectacle to conclude a major expansion milestone. While many serious people were complaining about the Nzoth fight you had the average player going “Wow, look at the skybox”.
It’s the same in FF14, the alliance raids do better than the raids even though the raids are better fights because the bars majority of people only see complexity as a needless barrier to entry it’s why people constantly moan about certain games not having an easy mode when 5 minutes of reading would make it easy.
I can guarantee you the average person in this game doesn’t even know what their basic stat priority is or what they even mean.
I think Warlóór’s point was that because LFR is its own difficulty, it should be easy to keep that kind of complexity out of it while potentially adding it to the higher diffculties? I may have misunderstood but that’s how I read it
You are replying to my point, which is in the context of LFR and using Raid Finder and Blizzard, making it easier to improve the rate of pugging and people joining guilds.
Your point is entirely useless because we already have that system in place, and I even reaffirm that in my reply to you.
Blizzard wants more people doing normal to mythic raids and pugging in LFR, which is already the vast majority. The only way to do that is to reduce complexity and transform the content to reflect how the majority of players play the content.
There is no point in having aspirational content that even the developers can’t play or balance appropriately because it is so complicated that only a select % of humanity can achieve it. If players don’t have a pathway to achieve a heroic or even mythic they don’t even try. If that happens then there is no point in doing it, and resources are better spent on new types of content. It also seems to be working because raids in Draonflight were toned down relative to previous expansions and you saw raid participation improve back to Legion level except for the last two bosses which weren’t tuned properly.
In FF14, there is a straightforward progression from normal to hard, to extreme to unreal, to savage to ultimate, and it makes sure you know how to meld sockets, food buffs, and pots as part of standard rotations. Most people think enchants are cosmetic and have never heard of a jewel crafter. Even our gearing has more depth and complexity, which is good, but it does make it hard for people to learn. FF14 is very simple, and the gear is homogenised and cosmetic, so it’s very dull, uninteresting and very annoying at the high end due to lockouts.