Why do we need devs to spend budget on developing a 2% content? mythic raids and systems tunings happen all the time.
I am fully open to let these 2% enjoy more fresh air and play less. Doubt they even pay sub, more likely they boost heroic for gold :^)
Vanilla was and Classic is casual mode for all player to be able to play together. Was a success, Cataclysm was an expac which divided players for real first time and there is where subs went down.
Devs prefer doing more difficulties then more content like vanilla did with 2004 with giga mmo.
Players prefer at large a big adventure and not sweaty thing.
From the business perspective blizz is losing money with its elitist erp since cata. Any suit with brain could ez fix it by redirecting dev budget to vanilla types of content but with 16 year of data and modern tech instead of difficulties and systems.
With only 8 dungeons and 1 raid at start of expac and the expac being the most expensive one so far and with so few and bad dailies aswell and bad systems to boot it actually makes me wonder what are we paying for .
Compare that to Wotlk which had 12 dungeons with 4 more added later and 4 raids at start (some i know small like VOA and EoE and Sarth ) and it was almost 30 UK pounds cheaper.
all the real money went to bobby’s yatch then was written of as development cost
but joking aside the cost don’t matter much when you focus on all the wrong things blizzard has become ea in all but name they keep pumping out cheap crap not understanding that quality products will give them more money
also i’m not sure its really fair to compare classic to vanilia for one classic don’t mega lag in raids from what i know
Blizz can give you 20 dungeons and 3 raids on launch. It wont do anything becouse players will juat clear it in lfg ans lfr and quit 2 days later. They add less content becouse more of it will not make you play longer.
Your perception of where and who the bulk of Blizzard’s development resources are aimed at, is just flat out wrong.
Tuning the Mythic raid difficulty is not what hundreds of developers work on day in and out.
It’s the content for the masses.
The zones.
The dungeons.
The quests.
The raid.
Torghast.
All the creatures, items, sound, music, and Pepe costumes that accompany it.
The tuning and tweaking of difficulty and balance is handled by the Systems Design team, which accounts for one or two dozen people at most.
If you go into the game and click the credits button, then try to pay attention to how many designers there are compared to artists.
It’s the art that takes up the majority of the budget. It’s the art that is the bottleneck. And it’s the art that makes the content for the masses.
…Plus, Blizzard aren’t losing any money - quite the contrary. And even if they were, then who gives a damn?! Worry about your own money, not the money of a giant company you have no stake in anyway.
Your logic is very flawed if they add more dungeons to the system and raids it gives players more choice and more progress .
You assume that LFR players will quit quicker then heroic/mythic raiders this is wrong for a start as LFR is released in stages .
Yet WOTLK numbers can prove you wrong and that had LFD in it .
Less dungeons means players burn through them quicker and get bored of them quicker so your point it moot and very flawed .
Howling fjord , vengeance landing.
Aurora lights in the skies , viking music pumps in
What an entrance right ?
And then there is that cringe thrall x jaina maw entrance
Releasing content like classic won’t be good since it implies raids should be easy, if the aim is for every single Joe married to his sister Cindy to clean the raid then… You’ll see uproars aboot raids being too easy and smashed into 5 hours upon release.
Acessability reduce content longetivity. And nothing you say will change that. I dont. I dont why you using wotlk numbers when biggest player grow and retaintion rate was during TBC. WOTLk numbers literaly flat lined which was caused by massive amouth of players quiting game.
Yeah sure. So you think that content longetivity isnt reduce when i can just press button, get instantly teleported into instance, faceroll entire dungeon and quit?
Yes and in that grah you can see that line is flat compared to TBC. There is very small growth compared to fact that WOTLK had huge amouth of players starting playing WoW.
Players quit ? Yet my graph proves numbers increased by 1.5 million this is why i have added you to ignore you troll and do not speak truths even when shown hard facts .
People can not quit and numbers still go up it makes no logical sense please stop trolling me else i will report you for flame baiting and trolling.
Yea. We need more content updates with fresh zones, dungeons, raids, story, interesting quests, lore… etc. Currently we get zero to nothing. They can’t even add more dungeons and raids to TW which would be easier than creating new content. Beyond lazy? I don’t know. For sure you can look up WOTLK or TBC and check the zones how big it was at the time. Without technology, experience and resources they have now. So yeah. Next expac we will pay 120€ epic edition for zero content expansion with a size that will be 90% smaller than SL.
We are overlooking their actual business model here. Player (subscriber) numbers used to be their primary source of income but over the last few expansions Blizzard have focused on monetizing every bit of game, instead of trying to retain or increase subscriber numbers. Their income per player is far higher than back in, for example, 2010 and they’re making more money with a fraction of subscribers than what they used to have.