It’s a minority because of neglect. We’re going in circles because of a disagreement of origin. If you disagree with it, fine.
As I said before, you can cater to and profit from both a time restricted player base and a dedicated premade PvP/RPG player base if done properly.
Again, this goes back to Blizzard building this culture over the years by neglecting PvP. You get out what you put in. If Blizzard puts in little/nothing, they’re going to get little/nothing out of it.
Do you work at Blizzard? Are you a game designer/programmer? You failed to provide a solid reason why you’re so confident you know better than anyone else here or why any of these methods don’t have the potential to increase incentive/participation.
They share a fundamental concept, ergo, not apples and oranges.
I’d love to see where you get your critical data analysis skills from. Do you have a source of data that has an unbiased sample of current, past, and potential WoW players, with objective measuring methods for player desire/enjoyment etc., and that accounts for extraneous variables? I’ve done enough data analysis in graduate school to know that everything you and all of us here are arguing about is anecdotal. Nothing’s foolproof, and you being condescending about someone else’s position doesn’t change that.
I’m reclarifying that I don’t support crossing PvE and PvP progression.
If that’s the direction Blizzard wants to take with WoW, it would be turned into a full on pay to win game with no in game rewards being locked behind content requiring at least some level of skill or actual gameplay. It would basically be a glorified mobile game.