I would sign up to get the sick new unique rewards but it would be grueling having to solo every dungeon
Yeah i think you just are not someone who would be suited to the mentor role.
Which granted is an issue with this system as a lot of people share your mindset, understandably so.
But i would get genuine enjoyment knowing that i am helping and teaching people who are willing to learn and get better.
I LOVE teaching people about this game and how to improve. My struggle is finding people who genuinely want to learn and are willing to accept their own faults.
Oh sorry I am OP. meant to say that it won’t help you do high mythics, but it would help someone who has been hunter for 10 years try out that Prot paladin that she got to 70 in Pandaria Remix or in the Residual Memories pre-patch event and see if she’s any good at tanking.
If you’re +6 you have more skill and time than I have and I respect that. I am sure there are other people who are capable of being as skilled as you are but don’t know it yet because they haven’t tried to change their role or class.
You’re both right. The idea of rewards needs serious tuning and consideration by people who have a ton of data on how rewards incentivize play. Sadly, that’s not me. I just invented it as a wish list.
That’s the problem that other players have coming form the other side too. I’d love to create an informal peer-coaching group of players or perhaps a guild that nurtures upcoming tanks and healers from early instances to “ready for LFR” (and let LFR up to M+ go as normal) but I also don’t have the time to do all the things that the automated cross-realm matchmaking already does.
There has to be some ongoing reward system that keeps people invested in the actual intent of the LFGG queue but with at least some protection from player abuse. Lockouts of players reported who abused the intent (repeated in multiple dungeons with different people) could dissuade them. It doesn’t have to block all abuse just make it not worth the time or risk to try to abuse it.
These are all good points to consider. Game design is hard.
edit: bad grammar
Game design is insanely hard. Especially in wow.
Because really while we are saying game design. That is not our field. It is psychology and manipulating people to do something or enjoy something. Or letting people manipulate themselves, idk if that makes sense but it does to me lol.
Wow to me is just so fascinating from this perspective. Everything connects and affects everything else.
Your system solves a real problem, people want it from both the learner and teacher side. It is set up so that the ratio of learners to teachers is as good as you can get. Yet you run into the classic wow problem of we really need the shiny pixels to make us do anything. From both sides. Someone who is experienced in the game is probably invested in current content anyway. Taking away from their avaliable time to teach. Someone who is new has a trillion things they can easily do to beef their collections tab. That take 0 effort or knowledge, simply look at wowhead and follow the instructions.
When wow is so focused on the rewards. I think the unfortunate truth is you would not be able to have a system like this, that depends on good natured people playing in the spirit of the mode versus the hard reality of it.
I’ll help people, just have to wait for me to buy the expansion, level, and learn how to play the game .
if you have the gear you can solo it inside the dungeon run. problem solved no need to say anything let your gear do the talking. also kicking me and deserter means nothing as i dont do qued content very much very powerless debuff. the mount is the carrot and i would want it as fast as possible
Ok but if people are signing up to this system to learn how to play and you as the mentor are not teaching than they can kick you. Meaning
- You earn no completion
- You cannot try again for 30 minutes.
run with 3 or 4 guildis control the vote. problem solved. kick me watch your run crumble. if i run with the majority you are the minority. any system is game able. oh noooo i swap to another tank alt lol
You bring up a very good point here. Back in my ICC25 days, the incentive to teach another always came from the same guild/realm and it was to bring them up to where they could raid with us or at least sub in when one of the others of that role were not available on that raid night. Now, the time teaching (or even just being patient while the less experienced player is learning) just evaporates into the ether without any rewards. So these should be repeatable in-game rewards that may help with gearing and preparation for higher levels, but not as lucrative (at least in the gameplay advantage sense) as the rewards that come with LFG. We want the speed-runners to continue to enjoy LFG.
What could that be, though? We can look to timewalking for inspiration. Maybe no titles and occasional cycling mounts. Maybe heirloom upgrade tokens and a rotating set of cosmetics. Maybe even Trader’s Tender if they get enough gg
ratings. There has to be some kind of performance review that impacts the future of someone’s participation and it has to aggregate over time. Hmm. Tough problem. Maybe a player shouldn’t know how they’re rated but can still receive direct thanks. Maybe continually “unhelpful” or “disruptive” rated players can silently have their queue times take so long that they’d really have to dedicate themselves. (Which, of course, would require overhauling the peer rating that I proposed.)
This is it, and it leads to why I quit WoW for a long time. When “Draenor Pathfinding” and other mandatory weeks-long cooldown or luck related mechanics entered the game. It was clear they were rewarding “months played” over skill. Now the pendulum has swung in the other way, and 200 LFGs in rapid succession are rewarded. That locks the entire automated cross-realm matchmaking feature into one play style.
Maybe WoW is irrevocably broken for everyone other than the grinders who only care about M+. We will see.
guildis… they prop your rating up after every run. the one rando not proping you up has no power
You did not read the op. Premades are banned entirely in this system. Please come back when you are willing to be honest.
lol how would we help guildis run in the system? we would want to get them the mount. also there would be others like me who just want the mount and que as dps. there are many people like me who share the same mindset and would literally run 10 instances fast. the new player is the minority. once the general public gets the idea of proping up fast runners to get the mount faster its a win win for a ton of people. once we get our mount nobody will use it
Me and op have addressed this as the major issue with the system already.
Again. You should really read what people have said.
sounds like you should find like minded people and play with them instead of wanting bliz to waste dev time to make this. for tw mount i pounded out 4 dungeons in 20 25 mins as fast as possible for 5 weeks. this week im not doing a single tw run there is no reason to i have the drake and bee mount. i have no alts i want to level also
The same way you help guidlies do pet battles, Darkmoon Faire games, and fishing tournaments: You don’t. If you want to help guildmates learn their class or role, just go to a regular dungeon. If you want to earn the mount, then mentor strangers and earn it.
If cross-realm matchmaking had methods in place to slow down the repetitive speed runs, you’d be mad as hell. What if you could only do one LFG per hour? I don’t want you to be stuck like that too. I want you to have a queue that allows you to go as fast as possible and another queue for a good population who get no benefit from playing with those as-fast-as-possible LFGs.
I don’t have the numbers, but I know the current LFG system is a barrier that players (especially healers and newer tanks) face before heroics and raids. This is to support them without stopping your grindy grind grind.
it sounds like ill be playing phone games or soloing bosses in these runs. nothing will kill me nothing is scary. how is lfg a barrier? i always try to push new guild mates into m+ after they cap and skip heroics so far its going well. the m+ dance is good for people gets the go go go mindeset to sink in
See i want to believe that we can do something about this.
So like. In a weird way. I advocate for general wow content to be more difficult.
Why? Well ksm is genuinely ridiculously easy and meaningless. Same with late season aotc.
BUT these are peoples big goals.
Not because they are easy. But because they are acessible.
Mythic raid and title are not accessible by design. Ion and co do not want most players to have these things by design. So ok lets accept that.
Aotc and ksm need to be accessible. And by design, requiring only 10 and 5 players respectively makes them fairly accessible.
Ok well m+ at title level is only 5 players and mythic at ce level is 20 which is lower than many heroic groups.
True. Very true. But the thing we can manipulate is the difficulty of the content. Mythic to most players is simply unrealistic and unachievable. So we lower this to give people the push. Ksm on the other hand is too easy and basically a given. We raise this to bring it closer to title.
Let more ppl experience the top end. Let more people be at the top end. Youll see more drive and push from the average player to hit those levels.
The best players will find ways to differentiate themselves from the bads.
They dont need the rewards. They have the parses.
I’d love to meet the preservation evoker who can do that. This may come as a surprise, but there are people in the world other than you. Maybe they can get to the “go go go” mindset, but they have to first do “go” then “go go” and there is no cross-realm automated matchmaking system to service them like there is to service you. Why do you hate this so much? Are you afraid of other players getting better?
na but why are people trying so hard on trivial 5 mans when the real 5 mans that have teeth and actual mechanics. trivial ones are meant to be blown trhough with no thought as there is nothing to worry about
24260 achievement points? Dang that’s double mine. You must have a ton of experience doing a lot of things. Of course there are trivial dungeons to you. Of course you can take a set of skills from one class and adapt them to a different class with minimal fuss. Of course you have extremely high crafters, a back-catalog of warband transferable currency, and a million gold to fund your foray into a new class or role.
It must feel good. Good for you.
BUT THERE ARE PEOPLE WHO ARE NOT YOU.