Why blizz is losing money

Dude I was just making a joke because I found the pepe thing hilarious :smiley: but youā€™re right though.

Players are never going to agree on anything*

So funny, in BFA there were countless topics about why Blizz should remove scaling, and now there are countless topics about why should Blizz introduce some mechanism to reduce the power differences between top-low geared people.

Also half of the playerbase wants LFG extended for mythic level content, soloQ PvP, etcā€¦ and the other half thinks that the automated group making systems were the downfall of WoW.

Thatā€™s why the forums are loaded with cry topics every expansion. You canā€™t create a game which suits all players and somehow everyone thinks the community is right behind them. :laughing:

Absolutely true and I donā€™t want devs to pull out their hairs, the only proper reply is look at what was the most popular among the player base at the time.
But yeah what can you do? constantly reinventing the wheel makes it feel like theyā€™re sinking so much time into what could otherwise be put into just designing content, I doubt thatā€™s what they want either.

I think thatā€™s exactly what they want. Games get stale, even if the game is good. For example look at Witcher 3, that was a great and lengthy game. One can put a hundred hours easily into it. Now imagine if the storyline of the Witcher 3 would be extended by another 500 hour. No game changes just more story, would you still play it through? Most of the players wonā€™t.

Most of the people gets bored of things quite easily. They need new things, new systems, new impulsesā€¦ same with WoW. Blizz needs to reinvent the wheel every expansion otherwise, if there would be no new ā€œsystemsā€ the game would be the same only with differently skinned mobs and zones and thatā€™s boring.

They are accessibility to the content, not to the difficulty levels. Crucial to understand is that a new difficulty level is not content, and many people play for the content.

The purpose must be to drip-feed the content such that the player gets enough to not grow bored, while simultaneously not feeding it so fast that the player grows bored later on.

In order to achieve this the gear must be given over time and that gear must then be usable to get into increasingly harder challenges with new content in each of them. That means some content will be in very hard challenges, but well over 90% of content will still be accessible to all.

What Shadowlands does is it uses timegating to treat all players the exact same, and this ends up having the hardcore players be frustrated with all content being way too easy, and having the casual players run out of content in the middle of season - and everybody gets frustrated by timegating. And on top of this many players are actually going to fall into both camps: Theyā€™ll be hardcore enough that they get frustrated that everything is too easy, and just as theyā€™re starting to ramp up and really get into it, the game runs out of juice and they quit as the casuals they really are underneath it all.

no but im saying from a verticle grinding aspectā€¦ U cant reach the max ilevel from queuable content.

Well tbhā€¦ LFR never helped the verticle grindā€¦ so players invested in verticle grinding arent in LFR Thats just the way it is.

my argument isā€¦ the people who log on at the start of every patch to complete the story and move on, would do this regardless of difficulty, if anything without LFR They just wouldnt come back for the month to invest in the Story.

U cant stop those people leavingā€¦ drip feed content to those people or nothing. they only come in for one reason, some goes as far as to ignore the entire expansion til the final 6 months of the expansion to then come back and do the entire expansions content in one big burst.

theyu will forever play the game that way. and iā€™d argue More mythic raiders are happy in SLā€¦ due to the lack of outside chores to do on alts etc etc and the main focus on raiding and end game systems realistically.

LFR is Nerfed. with 0 Corruption, 0 Titanforging 0 Warforging. the gear in there is Mute and not really worth farmingā€¦ its quite litterally the Worst content ui could do to progress.

Lets look at the launch of SL.

the Norm, what most were doing was: Levelling to 60. obtaining any easily obtained gear there was possibleā€¦ then skipping normal and heroic Dungeons to immediately make M+0 Groups.

the masses SKIPPED The entire queuable part of the game instantaniously.

This is backed up by the common COmplaints of Heroic players, Screeching that players joined their groups did first boss, checked for the legendary and immediately Left the group. No ones going to Queuable systems for loot.

The games targetting someone looking for a Verticle grindā€¦ the entire purpose of WoW is to effectively give you a Enviroment to continously make u stronger.

Hence why Open worlds Dead, WQs Callings and more became optional. Optional content lacks a Power gain, therefore no ones doing it.

Hence why Vastly easier to get applicants in a +12 key then it is a +5 key.

Hence why people of low ilevels on alts but with a high RIO Score will Still apply to +12s.

the Playerbase do what they can to effectively Skip hurdles to gear. because thats what theyā€™re interested in gearing.

SLs ā€œseenā€ failure but the currently complainers is the fact. they removed TF they removed WF they removed Corruptions. they made Loot fixated at a specific ilevel.

this means if ur a player who does 10 +5s a Week u will NEVER move in ilevel, u are FIXATED at the ilevel uā€™ve reached eventually and theres 0 Progression without going outside that zone.

If u look through forums alot of the Continous Complainers are those advocating that TF and WF Were good things for the game. that Enjoyed Corruptionsā€¦ that Liked M+ Replacing Raiding in gearing progression and liked the fact Visions dropped End ilevel loot.

TL;DR

the complaints are caused by SLs lack of ilevel climb without virticle grind, players wnat to be able to continously progress in power Spamming a +8 on repeat. Im afraid ALOT more people then suspected DO like TF/WF/Corruptions. the issue is they werent the voices present at the time it was here. if they threw TF and WF back into SLā€¦ uā€™d see the current complainers Dissapear and the Peop[le screeching throughout BFA Return.

u have to remember, effectively your entire progression is now the vaultā€¦ if u M+12 Spam each week, the gear inside the dungeon will become vastly mute due to it being 207ā€¦ thats REALLY low compared to the vaultā€¦ then each item u get reduces the Vaults effectiveness. because the chances of bad loot is increased

imho the easiest fix is:

Delete the Vault. Increase M+ Drop Rates. base the progression off Valor levelling those items to 226. attach 226 ilevel to KSM. allow all people without KSM to progress their gear to a max of 218 until theyā€™ve earnt that achievement. tie a secondary achievement to a All +20s Clearedā€¦ Attach a Unlock path to 233 Weapons for M+ from unlocking that.

thats my opinon ofcourse, urs may differ, we are all different i respect that.

Note how each raid in vanilla increased in complexity, then it followed in TBC, WoTLK and all subsequent expansions. People that nowadays raid Normal, HC, Mythic want this type of content. Since Legion there is also M+ that also scales up. Both raids and M+ have a large playerbase and not some ā€œ2%ā€ meme.

Nowadays endgame is what matters - in retail as well as in Classic vanilla.

Not really. Classic become raid logging world buff meta, while SL main activities are focused around raid and to lesser extent around M+. Dailies or other chores are quickly ignored by those that arenā€™t interested in it.

You need to educate yourself from game theory and research done around MMORPG and their players.

What type of content? Leveling and quests are dead (boosting and what not). Events like gate opening or undead invasion are fun though - but thatā€™s end game content.

Correct, but most people donā€™t care.

Item level is not a goal unto itself. Item level is a vehicle for power growth, and power growth is the vehicle to defeating harder challenges by putting them into your reach as a player.

The true reward of gear is not numbers - the reward is the promise of what the numbers let you experience and the ways you can dominate your enemies.

But if those enemies are the same enemies and they ā€œreceive gearā€ the same way you do in tandem with you - scaling themselves to whatever you are capable of - then the gear is worthless.

They would not. They are here for the promise of exploring the Warcraft universe. As soon as you have given all there is to give on that front, their interest ceases.

Making it too hard to see it will frustrate them, making it too easy to see will leave them bored and aimless. Since people are different you must provide a variety of skill levels so that all have a goal to strive for, so that all can dream of the next step, yet so that none have nowhere next to go that feels within their grasp.

Classic managed this perfectly - or at least it did when it hadnā€™t been nerfed to the ground and metagamed and datamined to death in its original incarnation. Why is it so difficult for Blizzard to understand the damage that their extreme levels of accessibility does? I suppose it isnā€™t exactly intuitive.

You can stop these people leaving, and Blizzard have managed it many times in the past. The distant past now, to be sure, but nevertheless they have managed it.

People will indeed forever play the game to see content, so it is imperative that it is there for them. If they bite through it too quickly because it is too easy to do so, then they will leave.

The weekly chores are a very big topic, but for the purposes of this discussion, I think it is important to consider the notion that the issue is that extremely, extremely easy content that is repeated forever is required for hard content. People who are interested in doing hard content are not interested in farming trivial content hundreds of times. It is a grind that does not feel meaningful on their road.

I think this take is completely devoid of logic. A +8 does not have a constant difficulty level for an individual player precisely because of the gear upgrades you get from running a +8.

The vault is boring, I agree, but you cannot continuously reward M+ items without a weekly reset. If you do you will gear people up too fast, and if you do that you will make progression impossible very quickly due to people reaching the roof of what the game is capable of rewarding.

This will solve nothing at all.

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oh dont even make me start on loosing all potential profit from those 3 mln people buying services , tokens and shop mounts over this time.

we could easily tripple that numbers then

this is what Ion made blizzard lose.

i mean that is kinda achievement. to be so bad at that job.

he should for sure get some game-design-award for being worst game director of 2021.

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ahahaha

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i would just like to point out that you are very wrong about 1 thing.

casuals skipping content on launch .

they didnt skip anything. normal people did not skip stright to m0 only farmed first normal then hc and only then m) for 1 singular reason - covenant gear was fully locked at that time behind weeks of renown farm.

just because hardcore nolifers did skip it it doesnt mean your regular joes did also . because its factually not true.

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just like your theory about Ion losing $800m. This has to be the dumbest post Ive seen in the longest time. You have literally zero, null, nada idea about what youā€™re talking about and on top of that youā€™re trying to back your theory up with MADE UP numbers XDDDDDDDDDDDDDDDDDDDDDDDDDDDDD

Again your are going off-topic here, what that has to do with mythic raids and tuning? The whole topic is about how blizzorg is wasting money on high end content while you are here ranting about global problems. Not like I disagree on Ion doing horrible job, but thatā€™s not what Iā€™m arguing here aboutā€¦

Very unlikely they are loosing money, experienced company like Blizzard probably know why they do it, especially they know better than you and me.

Over half the players quit because the content is overtuned as hell. I guess they didnā€™t learn their lesson from Cataclysm and prefer to design everything for the e-pro crowd.

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A little citation needed thereā€¦

Only 12% of players have cleared heroic Nathria almost 4 months after release.

But thatā€™s just a random statistic.

Only x% of players have defeated a particular pet battle boss 4 months after release.

ā€¦So? :face_with_raised_eyebrow:

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3.8 % of the playerbase post on the forum so i can make up numbers too :stuck_out_tongue:

Bs, 74% of the statistics you see on the internet are made up. :wink: