No, I think that’s basically just pulling the level of the slot machine. Knowingly grinding a percentage drop isn’t the same as say…
Grinding a drop that has a 0.01% chance to drop from a raid boss that you need to share with 20-40 people…
Then people complaining to have it changed so that it’s a 5% chance to drop for individual loot that everyone gets a chance to have independent of one another.
You’re changing the metrics of the encounter/environment after others already had to bleed out for their rewards.
I’m not implying this is what’s happened, I’m just using it as an example to illustrate the difference.
I was going to say “Wow, a sensible Male Blood Elf post!” But then I realized that you arent a male blood elf. Either way, YES! WORLD of warcraft is a massive MULTIPLAYER online game. No more of this singleplayer game design, no more "You are the prophesied champion.
Yep. I have grown to hate running content with guilds over the years of me playing this game. If it’s not the unfunny dork trying to yell profanity over the mic, it’s some jerk friend of the guild master’s that you have to put up with. I’m too old for this nonsensical drama in my games. I already have enough of it outside of them.
Yes it would. If my progression path is removed then my $15 a month is lost. That would be losing the casual demographic, and im sure many other casuals would follow.
The people doing harder content have a much higher chance of getting better gear than people doing easier content. The problem for some individuals is that the people doing easier content have a way to keep progressing their characters instead of being ground into the mud. Because these anti-casual people are so engrossed in their special snowflake status that they’d rather burn the whole game down instead of sharing any of it with the “wrong” people.
With Mythic weeklies, Timewalking weeklies, Mythic+ caches and emissaries, I feel like comparing it to winning the lottery is a bit of an extreme. But I understand where you’re coming from.
But really, the point about it being a chance is that the gearing system is all over the place and whacked out, imo. I enjoyed a more linear system, where I could plan out where I can get upgrades and work from there.
Only because you set the initial parameters so narrowly so you could pretend to have a point. Any rational person is going to do more than just look at a person’s item level.
No. I answered the question correctly. Inflation in currency means my buying power changes even if I have the same amount of money. $20 a year ago is not the same thing as $20 now. However, doing X amount of DPS is the same now as it would be six months from now. Mobs would die just as fast no matter what anyone else has.
You are massively confused as to what inflation actually means. You should just drop this analogy entirely because you’re spinning your wheels.
I mean if they’re doing mythic weeklies and Mythic caches, they’re not OP’s target audience. They’re probably geared for Heroic EP by then.
The only comparison I was making was to timewalking cache, which I have seen LFPers do without issue.
Fair point about the linear system. There’s another thread about MoP’s gearing and it really makes me want forging to be back. I want to make sockets damnit!
I realize the OP may just be a long-winded troll, but it’s a sentiment I hear often regardless, so here goes:
Gearing up for non-competitive players is valuable for plenty of reasons:
Basic solo content can be completed faster with good gear than with bad. If I’m grinding nazjatar rep to try to get the emissary chest mount, you better believe that good gear is going to save me a ton of time on this journey.
Many filthy casuals like myself like to solo old group content. This is directly gated by the power level of whatever character I want to use for a particular run. If I can reasonably gear up 10 alts, then I can do 10 runs of some legion raid trying to get some mount.
In addition to there being plenty of specific reasons where gearing up is useful for a solo player, it’s just generally a fundamental part of any rpg. The feeling of taking 20 seconds to kill some generic npc at the beginning of an expansion, but then killing it in 6 seconds towards the end, gives that basic feeling of progress that is satisfying to virtually everyone who plays these games.
I can’t imagine you don’t understand these things, but who knows. I would also like to flip things back on you by asking this - if the only reason you raid is for gear, why on earth do you do it? You’re ostensibly trying to defend raiding culture in your post, but then you say something like this:
Which to me just says what many of us already think - raiding is one of the less fun things to do in an MMORPG.
But the point is that there’s more to a character than just their gear. The player behind the character matters more than what gear they have.
I know. That’s what I’ve been trying to tell you.
But my gear doesn’t actually change. When in a real inflationary system, it would change. That’s why purchasing power changes as time goes by. That’s real inflation. You’re making up your own definition of inflation that doesn’t make any sense.
I am objectively right. You’re just using inflation as a club in your anti-casual rant just so you can avoid coming up with a real argument.