-
Posting from an alt account so can’t take it seriously to begin with
-
There are about a dozen options to grow in this game, you just probably only use 1 or 2 and think that’s all there is because it “suits your playstyle” and your narrative.
-
Posts like this genuinely make me wonder how much of the game you have actually played vs how much you passed over because you didn’t initially find it interesting.
It isn’t.
Checks the top of the screen
Esports…
Ok?
E Sports existing does not mean the game is balanced around a hardcore demographic.
Please. Please. Please attempt to use some critical thinking here.
It tells me where the priorities are.
No it doesn’t.
Unless you want to make wild assumptions.
All it tells you is that it is one of their many priorities.
Pride, money and stupidity tells a different story.
This is not as clever or factually true as you wish it to be.
But when you rely on buzzwords for most of your points. Its to be expected, i guess.
They aren’t going to come out and tell us that e-sports isn’t working for them.
…what?
What exactly are you trying to say?
That they are not making any money or getting any benefit from their E Sports department existing?
Not enough money is being made, so they’ll double down and screw over the rest of us in the process.
Well, I am sure you have some solid sources on this.
Your conclusion is flawed even if your premise is not.
One of the most powerful game design quotes of all time is “Restriction breeds creativity”.
And by that, the times when a player grows the most is not when they have more options, but when they have more interesting options.
In the case of flight v Dragonflight, the former is not an interesting option. Had it not already existed and Dragonflight had, it should certainly have never been introduced.
The only valid reason to keep old flight around is NOT player growth, but as an accessibility feature. There is a very valid case to retaining it as an accessibility feature, but to be fair, dragon riding could just adapt such features and the old way has no meaningful value.
PvP rating does get applied when queuing because it is a rating that REFLECTS a relative relationship among players; this is vital for any meaningful queuing system to remain healthy.
M+, by contrast, does not have a relative rating system but an absolute rating system and thus rating buckets would need to be rather extreme for it to have any real meaning in a queue. As such, M+ rating is more or less just a gearing pacing tool UNLESS you’re playing M+ as endgame proper; at which point you do not want queuing, anyway. In this lane, your suggestion to have such an option just because A rating exists does not yield a meaningful choice. Due to the nature of M+, there will ALWAYS exist a fulcrum point where the average random player will not be able to rise up and the queues will stagnate around it. Any point prior to that may as well just be treated as M0, and any player capable of riding above that fulcrum is held back by the system as well; it is NOT an interesting choice.
Now, if they had a separate “singles pug only M+ with gear normalization”, such a mode COULD do what you want and yield some meaning where EVERYONE has equal footing and terms, and rating will eventually reflect players relatively! And THAT is an interesting choice because you have a meaningful option between the existing system and this new system.
How did we get the interesting choice? By RESTRICTING the content in a MEANINGFUL way!
And the core piece your suggestions miss the mark on are the “meaningful” aspect. You can have a thousand options for a given content lane, and the majority of those options will NEVER be used in any meaningful ways which is effectively like not really having those as options!
If you were to apply your “we have a rating, use it” logic to M+, without any other REAL options or choices, you’re effectively just removing portions of the M+ content lane from mattering while not expanding on any that do; you have provided effectively less options in practice, despite more on paper.
Which is why you almost never see this design approach having much impact in games. Sure, you could have a Fire and a Fire 2 and a Fire 3 spell because there is more options than four, but it’s very VERY rare for those options to ever matter more than a blip. Ironically this particular example is one vanilla encountered and people did use to min/max…and it was near universally hated, hence the pivot away; the occasional choice between two options that doesn’t matter isn’t REALLY two choices
Your conclusion is one that represents an ILLUSION of choice, rather than choice.
The exact same could be said of the manual-only grouping system regarding the less is more (or in this case, more is less) approach.
M+ rating, ideally, lets you tackle harder and harder content. The problem is manually forming groups (as the only way) sucks.
If it’s nonexistent and miserable then quit.
My god, people would really rather beg and plead for a game to warp itself and ruin the experience for most other players rather than move on to games that are more suitable for them. It’s such a pathetic level of entitlement.
Most of us play the game because we enjoy how it is right now, otherwise we wouldn’t play it. Catering to people who hate the game and it’s pillars of progression is not something blizzard is going to do.
Just play something else rather than making dumb forum posts like this and crying all day about how much you hate the game and everyone who likes it.
Probably because you warped the game and ruined the experience for me.
Plus, many of those players are choosing to put additional barriers in their own way, then complaining about those barriers.
No, yall insist I and others like me imagined them when they really are there.
No wonder Blizzard isn’t invited to anything anymore.
I’m not saying you imagine the barriers, I’m saying that be choosing to play exclusively in the pug scene you choose to put them there.
Uh, because making friends your way is garbo?
Queues are better.