GD: Discussion: Skill-Based Difficulty, Time-Based Difficulty, and Value Preservation

Hi, Naamah! I have been keeping up with responses where I can, and I felt like your post just happened to be missed. So, I wanted to reach out and say I appreciate the response. We might disagree, but I appreciate the time and effort you placed into you post, and I wanted to clarify a few misconceptions.

So, first off, let’s specify value. When I initially said ‘value’, there was some confusion between personal value and communal value. So, modified my terminology for addition clarity:

As far as the developers post regarding the X-45 Heartbreaker, yes I am very aware of their post, its implications, and the community’s immediate response to it. I believe I made a reference to it in an early post in that same thread. If I find it, I will link it below.

When it comes to bad luck protection, that is one of three situations outside of the scope of what the communal value is useful for assessing. In other words, that is a different topic for a different day. Here is the reference below:

As far as the Black Market Auction House, I agree - it is not bad luck protection. We touched on this briefly, but I recaptured it below:

This is exactly my concern for the game. Here is my summary of that below:

I understand for you skill-based challenges are fun. However, there needs to be some content out there for people who find the slot-machine style of RNG fun - take a look at DataforAzeroth for collectors. The whole point of the communal value system to preserve the value of items / content in the game, by taking into account all playstyles.

I hope this clarifies 1) what communal value is, 2) how it works, and 3) why it is necessary.