It’s not that players feel they shouldn’t have to form long-term relationships, it’s that forming a long-term relationship with 50 other people is not a realistic expectation for a video game to set.
Think about it - you have to rely on these people to show up. Not to quit. If they don’t show up, your game session could be ruined.
It’s just too many people for that type of mentality to work on a grand scale. And it doesn’t.
I’m in a guild in a Classic server right now trying to cultivate exactly what you’re saying. It’s been six months, tons of turnover, and we can field about 25 people per raid (pugging the rest).
That’s a 6 month journey just to get enough people together to START raiding…it’s a whole different ballgame.
Frankly, I’m part of the problem. I am more of a fill-in than reliable member. I sign up when I can. Once a week, maybe one every two weeks. I’m also a carry in the guild, meaning I have Naxx gear and know what I’m doing and top the charts.
There’s no problem at all if you like to get together with that many people long term and face those challenges, but it’s not a viable, scalable solution to keep the game alive.
I agree with a lot of what you’re saying, just not the premise that DKP, or SR, or Loot Council, or whatever guild friendly system you think of is a scalable solution to the problem.
Retail has tried some stuff like this. They’ll need to brainstorm better, because they also have to make sure not to lose the “thrill of the drop”. It’s a damned if you do, damned if you don’t type situation, but I’m SURE there are better solutions out there. No clue how much thought Blizz has put into though.
That said, I think they should put a lot of thought into it, because the survival of their game depends on it, and all they’re doing right now is making if stupid grindy like Diablo.
The problem with open rolls is you’re not incentivizing carries, and you need carries for consistent progression.
A totally open roll systems means you, who has no gear, gets maybe 10 chances to roll on an upgrade, and might win a few of them.
Me, who has lots of gear, gets maybe 1 chance to roll on the 1 thing I need, meaning there’s a LOT less incentive for me to come help, naturally.
At a macro perspective, the way human nature works, the best geared players (who also know what they’re doing) are now the least incentivized to come. But they’re also the most needed.
It’s a big problem.