Recently, I have seen several posts that seem like good ideas on the surface, but, their implementation would end up hurting the player base and overall game. The following is a short list of ideas that would benefit the individual player but at the expense of the playerbase:
- Increase the drop rate of the X-45 Heartbreaker
- Add skips in legacy dungeons
- Earn all weapon appearances for Balance of Power for all classes if completed once
Components of Item Value
I will do my best to keep this concise, but I feel it is important to illustrate the importance of value and even more importantly preserving value. In this case, we are talking about the value of acquiring a mount, battle pet, title, transmog, achievement, toy, and/or whatever may apply here.
The value of an item can come in many forms, but we will primarily focus on two: Time and Effort. Because we are discussing WoW, we will equate Effort to Skill (which includes supporting activities such as learning your class, understand the fights, researching other classes, and generally understanding topics surrounding your gameplay).
Time can be further broken down into two categories: Micro-level and Macro-level. Micro-level time is considered the raw gameplay (both direct and indirect) a player uses to earn an item. The Macro-level is the amount of time between when the item was available to when it was acquired.
The Macro-level variant is a bit trickier to conceptualize but think it as the inverse of prestige. If you are the first Gladiator of a season, then you have the most prestige as it took you the least amount of time to earn that title since its availability. Conversely, if you are the last gladiator of a season, you would have taken the most time to earn the title â consequently giving you the least prestige of that group (other factors may contribute such as the meta classes for that season, but we will ignore that level detail for now).
Item Value Breakdown Summary
We can simply this concept further by breaking down the value of an item into two categories:
- Skill-Based Difficulty â Content that is dependent on a playerâs or group of playerâs skill / effort level which is the final output of a playerâs encounter (PvP or PvE), role, class, rotation, situational awareness, prediction, response, and responsiveness. This should also account the development time of these skills. Your more prestigious items can be found here.
- Time-Based Difficulty â Content that is dependent on amount of time the average player will be required to actively play the game. This time may be measured in short incremental bursts over a long period of time as well as raw totality of gameplay. Finally, the amount of time between availability and participation will also play a factor in the difficulty.
Value Preservation through Difficulty Transition
So, why point this out? Well, if you remember from earlier, we need a method to determine the value of an item as well as means of preserving that value. As I mentioned earlier, we are not going to dive so deep into this that we can give numerical value to represent an items total value. We can save that for another day. Right now, we just need to operate on the elemental building blocks of this concept. So, we need a means of converting from Skill-Based content to Time-Based content as well as combinations of both. If you noticed Skill-Based content still requires time, and Time-Based content requires some degree of skill. Therefore, transition and combination between the two is compatible.
Alright, so letâs move from a conceptual conversation to an example. In the past, the last boss of a Mythic raid will drop a mount specific to that difficulty. Many of these mounts have been 100% drop rates while the content is current. Once the content changes to legacy, the drop chance reduces to 1%. In this example, the difficulty of this mount was primarily Skill-Based difficulty in current content that was changed to Time-Based difficulty in legacy content. In most conversations, this is where the example stops, but if we dive a little deeper, we can see the transition is a little smoother.
So, letâs use a more specific example: Glacial Tidestorm â a mount that drops from Mythic-Difficulty Lady Jaina Proudmoore. When this raid was released, value of this mount was nearly all Skill-Based Difficulty content. Therefore, players were able to earn this in the least amount of Macro-level time, which as we discussed, is a component of Time-Based difficulty. Now, those players definitely put in some game time, so I am not saying that there was no Time-Based difficulty, but it was at its lowest. In summary, the largest part of Glacial Tidestormâs value can be attributed to it the skill required to earn it.
Now, for the smoother transition. The next raid tier was Nyâalotha, the Waking City while at the same time Lady Jaina Proudmoore was still considered current content. At the time, several months (maybe a year?) later players returned to Lady Jaina Proudmoore to claim the mount. Keep in mind that players running this content now outgear it quite a bit. So, it would be reasonable to say that the Skill-Difficulty has diminished a bit. However, several months have passed since the mount was available â which in-turn causes the Time-Based difficulty to increase via Macro-level time. We can confirm this by understanding at this time the prestige in owning the Glacial Tidestorm may have been high overall, but it was the lowest it had ever been so far. This transition of Skill-Based and Time-Based difficulty continues until the end of BfA.
At this point Shadowland launches, and Lady Jaina Proudmoore becomes legacy content (I believe legacy loot was applied a bit later, but the mount changed to a 1% drop chance). However, the raid and encounters are far from soloable for a semi-geared level 60 character. However, instead of needing 20 people, you may have been able to get away with 15 people or less (depending on the skill level of those within the group). So, the skill required to get through this content is the lowest it has ever been, and now the time requirement was at an all-time high, because of how long the content has been available in combination with the reduced drop rate. This process continues to today, as this content continues to age it will require less and less skill to the point where a single player can solo the content.
Age of Item is Not an Indicator of Its Lack of Value
So, at this point you may be wondering why go through all the trouble of putting this into words? Because it is important to illustrate that just because something gets older doesnât mean it is any less valuable. It is important to understand that the time span of the availability of the content in combination with the amount of gameplay required to earn the item is absolutely critical in the preservation of any itemâs value.
So, letâs take our meters of Skill-Based and Time-Based difficulty content and apply to the Balance of Power appearances. Just to recap, there is a suggestion to give a player every single Balance of Power appearance if they earn it on one character. The reason given is that the artifact appearances are 5+ years old, and, therefore, are not as desirable. However, we now know that simply the age of the item is NOT a measurement of its value. Even if this wasnât true, many in the WoW community still consider the Artifact appearance aesthetically comparable to weapons that came out in BfA and SL - and some even consider the Artifact variations the best weapon appearances in the game.
The second mistake or misassumption I have seen made with this suggestion is that you could complete the Balance of Power with only Normal-level difficulty of raids (maybe LFR, I canât remember) which implies it didnât really take a lot of skill. This is simply not accurate. While you need substantially more skill to participate in Mythic raiding over Normal, that doesnât mean the lesser amount is zero. The same is true when it comes to simply questing in current vs legacy content. It takes a little more time and effort to kill same level mobs than it does to 1-shot them. Therefore, there is still value that needs to be preserved.
And letâs be honest, with Time-Walking bonuses apply 50% increase rep to content combined with reputation tokens purchasable with Bind-on-Account Time-Walking Badges, rep isnât really that much of an issue. For the 30 Bloods of Sargeras, just wait for a day where several quests reward 5 â 7 each on the Broken Shore, and complete those in 3 â 5 minutes. Also, you can purchase these with Order Hall Resources in your Order Hall. If one of your characters has a ton of extra Bloods of Sargeras, then purchase the BoA Order Hall Resources and mail that to your alt. As far as all the questing, most things you can 1-shot. The short-cuts are out there, you just need to find them and sometimes wait for them.
So, when you run a Complete-1-and-Get-11-Free deal on the Balance of Power appearances, you are completely gutting and devaluing the content. I would bet almost anything someone out there saw either of those posts and stopped working on Balance of Power on their alts out of fear of their time and effort being devalued. The content has transitioned to almost all Time-Based difficulty content, so any reduction of gameplay in this manner does a massive disservice to its value and those participating in it.
Devaluing Impacts on the Community
So, at this point we have established there is a value to be maintained, and that this value shares a balance of Skill-Based and Time-Based difficulty which varies depending on the content in question. So, why is this a big deal? How does blindly making something easier negatively impact the community?
Letâs start by an example. Letâs pretend I tell you that if you walk a mile today, then I will give you $100. So, you walk a mile, and I give the $100. Everything is good at this point. However, next week your friend comes up to you and says he just got $100 from me for walking 50 feet. Well⌠why? So, you ask me and I say that the deal became old, so I sweetened up the deal for your friend. Well, that doesnât really seem fair right? But you decide to shrug it off even though you spent significantly more effort â even if it was a week ago. You still have your $100, so you should just be happy, right?
A few weeks later, I come to you again and offer $100 for you to swim a mile. You are a little apprehensive, but you take the time and effort to swim a mile and take the $100. Once again, your friend stops by a week later and says I paid them $100 to dip their toes in water. OK⌠now at this point you would be upset, right? So, you ask me why I gave your friend the same thing as you for a fraction of the time and effort? And I then respond with, âWell, he didnât want to swim a mile for the money.â. You still have your $200, but you are no longer happy about it. You still have what you agreed to, it feels like you paid too much time and effort for it. Apparently, I am giving the $100 away for much less if I just sit and wait.
So, the next time I come to you with $100, what are you going to do? Simply not do anything I request? Maybe wait a bit? Procrastinate? Now image your response multiplied by millions of players. How likely are people chase after cosmetic items when they first come out compared to waiting it out. Sure, some will dive right into it, but the participation will definitely decline as people expect the value of that item to drop in the future.
You could see this within the community and on the forums, when Blizzard announced that not getting the Love Rocket doesnât feel good, and they implied potential changes in the future. Obviously, people assumed that the mount was going to be made easier one way or another. After that announcement, people immediately stopped running for the mount, stating they might try for it next year. I would love the see the participation numbers for those two weeks and compare the decline in participation to previous years.
People value their time and effort â even if they spent it already, and they will not invest them into items that they feel to be at risk of being devalued (generally speaking here, there are exceptions). So, once again, the preservation of value in an item is critical for that item itself, the current game, and the future of the game. While there are many great suggestions here, I would be hesitant advocate for randomly and arbitrarily making random items easier to acquire.
Honorable Mention for Topics Not Discussed
Bad Luck Protection. When discussing Time-Based Difficulty content, I am generalizing a bell curve to 2-3 standard deviations. This post is about the general concepts and majority of experiences. Inevitably, many people use outlier cases to represent the overall sample size or basic concepts. For example, someone may say, âWell, my friend has run ICC 1,700 times and still doesnât have the mount.â Yeah, sure, but that a different discussion revolving around the idea of being exceptionally unlucky. And I am all for talking about that, but right now, we are discussing the preservation of value. Being unlucky should be a separate conversation as it is a relatable but separate topic.
Quality of Life Changes. These are changes that may end up saving a player some time and headaches, but it is done in a manner that doesnât reduce active gameplay. For example, removing the total currency cap for legacy loot coins would reduce the amount of AFK and / tabbed out âgameplayâ. While travel from one location to another does have value, the activity can reduce the drive and interest to play. I, myself, have had days where, I was going to run Throne of Thunder, but realized I need to go back to Timeless Isle for coins. So, I get on the fly path, get up from the computer, come back, still flying, check out Netflix, and not return to the game that night. So, I am not talking about these types of changes as much as those that gut content.