How about nah, if anything it could be slower but this pace is fine.
Sorry but WHEN did they release a new tier every 3 months?!?! The only times that was even close is sepulcher (2 months and 24 days) where they ended the tier just to have fated season. Other than that the only tier close to 3 months was ulduar.
Frankly the raid release of legion where they went and released one every 5-6 months seems the best. Anything faster than this and it feels too fast, where you hardly have time to finish the raid/your characters and you are thrown into the gutter again.
Also keep in mind that most of the resources for development for wow go into designing the raids/areas of the new zones. If they reduce the time to get a raid out to 3 months, would you say you would be willing to pay double what you pay now every month? It’s not that you can expectthe same number of developers to push out double the work they are doing.
But statistics says different
Dunno, don’t care about statistics.
Ikr,hard to notice sarcasm on written format.
This is mostly an issue of how small and drip-fed rewards are for past (and present) content. The rate of acquisition and achieving one’s goals needs to be increased.
It was 3 months before and again the bugs are ingame now it has never been this atrocious as now littarly everythings is bugged its insane. Are they gamebreaking some are but fortunaly not all of them. Blizzard needs to hire more experienced devs tbh.
And to add onto that…
Some people with bad luck just finally got their 4 set this week or last. Should they not also be allowed to actually enjoy it and play with it for more than 2 weeks before having to get back on the treadmill and regrind new gear?
Not to mentioon thereby also taking away their chance to maybe also get the m+ season rewards now that they finally have gear that won´t get then instakicked from every pug?
The worst thing Wow could possibly do is to speed up the content cadence, thereby likely losing even more polish than is currently the case, just to apprease people that just inhale their preferred content, more often than not can´t be arsed to look beyond their specific wheelhouse, and tehn complain about there being nothing to do, while 90% or more of the playerbase hasn´t even half progressed through the content that´s already there.
All it will do long term is force people that actually wanted to experience it when it was current (and realistically could have but were only given 3 months to do so), to do it instead years later as yet another brain-amputated timewalking /remix clownshow, just because they actually had lives outside of Azeroth.
But the reason for that is because Blizzard stretches the gearing-up process out so that it lasts for the length of the Season - that being 6 months.
That’s why gear drops are so few and so bothersome to upgrade. It’s because the process is supposed to last 6 months.
But when that gearing process is stretched so much, it really doesn’t feel very good. Most of the time you end up getting nothing out of the content you’ve been doing.
And that’s kind of symptomatic of the Seasons being longer than the content can really support. The game doesn’t have a satisfying gearing-up process that appropriately lasts 6 months.
If Seasons were shorter, gear could drop more often.
I think it’s worth saying that WoW has a monthly subscription, so players are paying for each month they choose to participate in a Season.
So of course players are going to invest heavily into a Season from the start, because they’ve chosen to pay for it up front and therefore have a degree of commitment.
But with each month that goes, that commitment decreases because there’ll be less play value in the following month than in the previous month – but the game still costs the same subscription money.
So the longer the Season drags on, the more it forces players to reevaluate whether the next month is also worth €13. And if it’s just more of the same…
It’s not like other Season games where you can jump in an out on a whim whenever you feel like it. Here you have to pay up front, and you have to pay every month, so each month really has to add value to the game experience to be worth paying for.
And when gear drops more often, as was the case during WoD, Legion + BfA , the gear soon loses all value beyond it´s current utility.
This is, however, only relevant if you view your hobbies as a job or investment. I personally do not, and I do beleve that applies to most people,
If I do something for fun, I don´t care how much it earns me or what the RoI is, I care about how much fun it is. If it´s not fun, I quit and do something else instead, and this doesn´t only apply to video games.
But suggesting that isn´t ok either, because then people would have to suspend /cancel their sub and save money, which would disqualify them from the 6+12 month rewards that they “have to have”… so they stay subbed and force themselves to play a game they no longer consider fun for 2x3 months a year, even while most of the very people many of them aspire to be (Echo, Liquid, Bddg, etc…) also take extended breaks and do something completely different during these periods.
What value does gear have beyond its current utility today? It is literally just stats that you get in amounts corresponding to the difficulty of content you’re doing, which allows you to do the next difficulty of content. That is about as utilitarian a design as it can possibly be.
And as I said, the reason why upgrades are so few and far between, is because Blizzard wants to stretch that content and difficulty progression out to last all those 6 months. That’s entirely artificial and there’s no reason why the same game experience couldn’t be had in 3 months.
Most WoW players can subscribe for the first month of a new Season and find enough value in that experience to be worth the money it costs.
A lot of players can also find enough value in the second month.
And the third month.
But then maybe in the fourth month they’re starting to only log in on Wednesdays and they’re not doing so much in the game anymore either, because they’ve completed most of their goals by now. So is it worth paying €13 for another month if they’re only going to play for a few days here and there, and only a couple of hours each time?
That’s where many will start to take a break.
And in other Season games you can just settle down for that slow pace gaming where you only log in once a week for a few hours and that’s it.
But it’s hard to do that with WoW, because it costs €13 every month. And that cost forces you to either commit or quit. There’s little room for the gamer who just wants to pop in for a Saturday and do a couple of Battlegrounds – because that costs €13!
So as soon as the content experience in WoW comes to a halt, then it’s harder to justify spending €13 on the game, for however many months of a Season that are still left.
And if WoW loses a lot of players (activity) in the later half of its Seasons, is it really so great to have such long Seasons then?
I’d say no, but of course Blizzard can’t produce content faster than they are, so it is what it is.
The new dungeons and raids are not just out there in the space waiting for you. They need time to be created.
I disagree, especially considering the hundreds or even thousands that the same people who complain about WoWs subs often blow out in ingame shops for other “free to play” games.
But that´s because even on my currently measly income of 745€ / month, 13€ (10 w/12 month sub) is still not the kind of sum where I have to decide between paying rent or playing WoW… I spend more on cigarettes, or kebabs
And speaking of kebabs, here where I live 1 kebab = 1 month of WoW, both cost 10€… SO if the 13€ a month for WoW are such a life altering expence that you´re “forced” to see a return on that sum of 33c /day, you may need to rethink your priorities
But if every gamer had so much disposable income that it wouldn’t matter what they spent it on, then WoW should still retain its peak 12 million subscribers, because there’d be no reason anyone would have unsubscribed then.
But it doesn’t.
So players obviously do factor the cost into it. And they do quit when a game isn’t enjoyable anymore.
It’s not like people just let their subscription run because a month of WoW is cheaper than a kebab, even though they’re only playing WoW once or twice during that month.
No. Once players realize that they’re not playing WoW enough to be worth spending money on – because the content experience has come to a crawl – then they unsubscribe.
They don’t linger.
We know that because we can see the game activity drop over the course of a Season and over the length of an expansion. As the content experience gets exhausted, players quit.
They don’t seem to stick around for 6 months if there’s only 2 months worth of content.
Game activity has ALWAYS dropped over the course of a season as less- engaged people get the rewards they want and then quit /move on. It has no real reation top content cadence or lack therof, nor is it a wow-specific phenomena.
In any video game, these are never the people you want to design your game around, because they will not only burn out your development team with ever increasing demands, but accomodating that will almost always simultaneously drive away your core players by forcing a content cadence that they can´t keep up with. Your core players are there, mostly and in a perfect scenario, because they mostly like it exactly the way it is, otherwise they would be playig something else.
A tennis player does not usually play tennis because he wants to change to using basketballs instead.
And the same holds true here, the core players, the ones that keep the lights on, are “mostly” still satisfied enough to at least stick around and offer (constructive) feedback… they may not like the current “rules”, but they´re willing to accept them and play within tehm while actioning for change, instead of simply demanding change and then leaving because it wasn´t fast enough for their high octane lifestyle ;).
Where do you ge this from? WIth the possible exception of Legion, WoW has never at any point in it´s history had a content cadence anywhere near as fast as the one they´ve had for the past 2+ years. The people complaining about there not being enough content are, from what I can glean, generally not hte ones htat have been here for 15+ years, as many of them are only about 50% of the way through their personal goals for the season.
Whether that´s due to having learned personal restraint, or having a Job and not being able to spend 16+hrs /day in front of the keyboard, or a famliy, is irrelevant. The point is that the people that legitimately have the money to spend and do spend it here are, for the most part, not nearly “done with the content” yet.
But these are the people that keep the lighs on, not the “one day flies” that come in, grab their , and leave for 5 months.
And furthermore, from what I can gather from sources like Rio and Wowlogs, as well as analyzing some collection trends from data for azeroth and undermine records , while participation numbers in toxic modes like m+ are down (because there are now alternatives like delves where you can still get gear but not be deemed to be the antichrist for an honest mistake 10x/day), overall player retention is, percentage wise, at an all time high. And sub numbers are more than healthy, but now split mostly between Live, Classiclysm, and SoD.
Again, only blizzard has the actual hard numbers, but if I had to wager an educated guess taking all of the intertwined trends into account, I´d say wow across all variants is at +/-9 possibly working on 10 million subs at present…
and if that holds true, then they´re obviously doing something very right by not catering to the people who only ever complain about there not being enough content no matter how fast you give it to them and unsubbing as soon as you don´t
Blizzard doesn’t have a magical dungeon tree at their office?
If the season were to be 3 months mythic raid difficulty would have to drop a level where in 3 months a comparable proportion of the playerbase could clear it as currently do in 6. Given the HoF hasn’t even closed yet that’d mean making the last half of the raid as easy as the first.
And it won’t be for quite a bit. There are still 129 more slots to fill.
I’m pretty sure most M guilds die before the 3 month mark, and if they’d add bosses with the difficulties of 1-3-5-7 now and 2-4-6-8 in 3 months, there would be way more CE guilds as fewer bosses create more manageable goals and cause less burnout.
People in this thread look at the issue from an individual’s perspective, but I’m more concerned about the collateral damage caused by those who leave the game mid-season. In solo content and even pugging/M+ it has little to no impact but for guilds and organized content it’s really pathetic for an MMO to be this fragile.
It’s better that a season takes a bit longer to develop and the content is thoroughly thought out rather than pushing it out the door before it’s ready, there are other games than just wow to play