Every new expac comes with better options. They are realizing how dead the game is when they cater to the top 5% and how many millions of dollars they just made selling a mount, and tokens driven to buy that mount for more gold in return.
The problem is “Give them what they want.” needs to be done with a light touch, or else you get the “Give a mouse a cookie and he will want a glass of milk” situation.
See Devles for example, we have people now wanting even more from delves, better loot, targeted loot, better loot tables, high ilvl ect ect.
You have to give players what they want, but its a light touch.
tank tunning, challenger’s peril, professions, non-stop, hard content for example. In the beta were a lot feedback about them, until they had to do tunning and changes now.
Buffing timewalking dungeons, making them longer, and event weekly quest buffs when ppl gave a lot feedback about buffs the tokens weeks before 11.0.5, why are they buffing them now?
I remember when they said about that you didn’t need spend much time, and it’s ok if players leave the game after be done in few months.
That’s where we started 20 years ago. At some point the the core bacame raids, more raids, and nothing but raids. I don’t know exactly when that design philosophy took hold, but they’ve been trying to back out of it ever since. The problem is anytime they add or change something that has any impact on what “raiders” expect, they end up having to neuter it into insignificance or eliminate it altogether.
Questing is not a design pillar, it’s content that uses different aspects of design to create a gameplay loop. The original game had a core design philosophy that to create an adventure with meaningful moment, it needs to be challenging. The questing you talk about needs to have challenge, that’s all gone. It needs to be long to feel like an adventure, that’s all gone. Your character needs to take a while to develop so you create an attachment and it represents you as the role you play in an RPG, that’s all gone. The game changed it’s core RPG pillars to become more arcade, making questing trivial, transfer all the content into late game, reducing challenges overall or making them optional which dimishes all forms of connections within the community. It used to be that when you beat a raid boss people know what you’re talking about because that was one experience everyone could share and relate to. Now there’s 4 versions of that boss and they all lost value by virtue of not being unique and shared.
The game is more arcade than RPG now an that’s to cater to a different target audience of players who are closer to mobile gaming and other similar surface level gaming experience like fortnite, LoL and such. As a good point to what you are saying though the game did evolve it’s combat into something much better than it was before, but that’s independant, we could have the same combat without losing any of the other points.
lol…yeah that is BLINDINGLY clear in here when it comes up.
Sometimes I agree with their thinking…on things like loot anyway.
My point to the other guy is simply that things change.
So IF, for example no one is raiding anymore…lets say player interest dies for it…are we saying Ion should keep spending time and $$$ making raids BECAUSE it was a ‘core’ of the game in the past?
The game HAS to evolve with the CURRENT player base, cores be damned…otherwise the game WILL die sooner than later.