I feel like expanding the LFG tool to include questing / zone based groups might alleviate a lot of the barriers to getting people grouping again for more trivialized / lower tier content.
In the dragon isles? Need to do forbidden reach / ZC stuff? Select it under LFG (zone) - questing: applicable subgenre
I don’t know why you think the “1%” of WoW is some maleficent force that looks to bully the causal playerbase. Truth be told, we don’t think about you guys.
Perhaps you could be more specific about what you are claiming that I said. Or maybe being vague was intended to prevent me from responding.
The “1%” has every incentive to request changes to the game that will benefit them, including removal of casual content they see as “forcing” them to work to get rewards that they think casuals who actually complete that content don’t deserve.
Also, the “1%” includes bullies. Bullies are everywhere, but those who find they are immune to the consequences of their actions, and whose actions have consequences toward their targets, tend to behave more egregiously. In videogames, people who play better are encouraged to believe that makes them better human beings. So there’s that, too.
I never used it that way, nor did anyone I knew during Legion. The quests were easy enough. But that argument came up late in Legion, after release of flying, and the demands by previously unknown forum warriors that flight should be removed because players who were taking breaks by safely hovering were ALWAYS “leeching” off the hard work of some level 1 forum alt.
There was never any evidence that this happened. Safely hovering to take a break to change a diaper or stir a pot is not degenerate behavior, nor is it proof that someone is leeching off some group.
You fundamentally misunderstand what people who do harder content in this game want. We don’t want the removal of casual content, we want rewards commensurate with the effort put in. I want players who do the hardest content to have the best rewards because I believe that better rewards will entice more players to try that content.
I don’t want people to spend their time AFKing in Valdrakken, doing a few world quests, crushing some old raids, or doing pet battles to be rewarded with the same items.
If you never want to do hard content, then that’s fine with me, but more often than not I find that the casual players of this game are looking to dictate what the 1% are doing.
“Delete M+”
“Remove Mythic raiding”
These are both things I’ve seen on these boards from casual players who want to dictate and destroy the parts of the game I like.
End of the day whatever tier someone got from doing world content would still only be 424 ilvl max, the same as LFR because even if there are a few 415-437 champion items from world content the crests to go beyond 424 are still from mythic+ and heroic raids. It’d just not have to come from a single poorly indicated and unexplained RNG source.
You’re correct that they aren’t. But something that I’ve gleaned over the last decade and a half of perusing these forums and watching how players react to changes in this game is that the players who are advocating for more “solo or open world content” don’t actually want it. Because no matter how much of this content Blizzard has added to the game (hundreds of hours of solo and open-world content existed throughout Shadowlands for example) these folks don’t do it.
So then the question arises as to why? Why do these folks, who beg for this content never touch it when it is introduced?
My only conclusion is that it’s not granting them the rewards that they want, which I have tended to conclude is that these players don’t really want the open world or solo content, they just want to have equal gear to players doing hard-content, without putting in effort.
I think that’s a valid concern that may in this case be relevant due to the original poster of the thread, personally I have no history with them and I’m just saying things as I see them and looking at how they have worked in the most comparable past.
The method of catalyst tier acquisition from world content for this patch is a strict step down from previous, and content tracks / progression suggested by those as a way to replace the catalyst providing tier to non 3 pillar players (By individuals in this thread) is also nowhere to be seen. There isn’t even a world quest set bonus at all this time round…
Id like daily quests and reps to grind out.
No player power needed on them. Just a decent ammount of content each day for fun rewards.
The problem with shadowlands content was that it just wasnt fun. They made anima so hard to come by, but had the requirements be so high, that you could hardly afford a single bit of transmog. All while still needing the anima for your upgrades. Which were also limited by weekly quests to the maw.
And then add on how annoying it was to get from zone to zone. If you wanted to hit up each one, you would have been stuck in at least 10 minutes of flight paths. (Thats over an hour each week, sitting around doing nothing while your character auto flies to the next zone)
Basically, they just made everything slow and painful. There was stuff to do but jesus was there no fun to be had with it.
I hear you. I think it’s really important to contextualize the way the catalyst and tier acquisition works now vs how it’s worked in the past. Prior to the catalyst and the removal of tier gear from patch 8.0 - 9.1, raiding was the only way to get tier. The catalyst did a lot of good work in relieving the players who didn’t enjoy that part of the game. That is a good thing; however, I also think it makes sense that Blizzard views tier gear as something rewarded for doing group content. I think this is probably a wise decision, you should encourage players to try the group content in an MMORPG, and if tier gear is the carrot on the stick for them, then so be it.
I want more players to socialize in this game, I want them to form groups, bonds, and friendships the same way I have over the last 15 years, and I think this will encourage that.
You’re speaking as if you think blizzard’s decision was to remove tier acquisition from world content. It wasn’t, they just made it RNG and tedious without clarifying what items would be part of it or why.
I mean, sure. But the exact same thing could be said for the grand hunts or the researches under fire event or the dragonscale keep event or the soup event etc. AFK’ing will always be a thing. You can pretty much AFK all the elite quests and open world events. With or without WQGF.
But WQGF allowed the open world to not be as dead as it is now. Especially now that the open world player population seems to have fallen off a cliff.
Like I was telling the original poster I was replying to, it allowed for a more communal mmo feel by sharding into groups with other players for tasks that would otherwise be entirely solo activities. This isn’t about whether players would suddenly go out in droves where they hadn’t before. No one here mentioned that. That’s an entirely different topic that has to do with the reward structure blizz has put in.
The only real problem with WQGF (as far as Blizz saw it), was that it made tasks complete too quickly. However that was an issue for Blizz. Not an issue for the playerbase who were able to get things done faster, more conveniently and in a group with other people.
And if we take your logic, it actually works against your argument. Think about it. When WQGF existed, the open world player population was orders of magnitude greater than it is now. People were screwing with Blizz’s /played calculations. But the net result was actually more people playing for longer. Now don’t get me wrong, there were plenty of other reasons for the much higher player population in Legion vs now. But WQGF is not what did the damage during legion. No. That was reserved for the terrible borrowed power systems that blizz implemented over the course of the entire Legion expac.