Need before Greed: Why causals and solo players quit

The late Travis Day, former reward designer on WoW and D3 gave a talk about all this at GDC (game developers conference) in 2017, where he tells the inside story of the BC/Wrath badge system, and explains why something like that is probably never coming back to WoW.

link if you want to watch the talk, the badge story starts about 8 minutes in:

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lol, lets be real here
thats what most of us casuals do
we level, play, & gear alts
it’s kind of what our game is a lotta times. what’s 1 more alt? I mean
I have 10 death knights I think
and a warrior, paladin, all plate wearers


I’ve seen this suggested many times, but seems bliz is not listening.

Meh
I was just trying to be helpful, come up with a different solution, as previous ones have gone ignored
no reason anyone should get all bent over anything I said.
I’m out

No that’s fine, you were making suggestions in good faith. Unlike some others in the thread. I was just pointing out some consequences. Because every action has an equal and opposite reaction. That’s one of the struggles of game design. Sometimes the devs need to use that to ‘bounce’ players in the right direction, but sometimes players don’t go in the intended direction.

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The game requires people to inspect others.

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I suspect part of this change is because they want to promote joining a stable organized raid instead of just pugging everything.

Since being an organized guild where everyone agrees on the rules solves basically all problems in this thread.

I suspect it’s also to discourage class stacking. PL highly encourages it because it in theory favors the eligible loot table of the people in the raid. Blizz tried to counter that by weighting tradable loot, but all they ended up doing was encouraging class stacking even more to fix the broken statistics.

The model I belive for how PL worked meant that you would see those skewed drop rates towards rings/necks without any meddling with the drop distribution from blizzard.

Model TL;DR: PL picks 4 winners from a 20 player raid, then rolls one of the items that they can use.
result is that the chance to see an item is directly proportional to how many players in the raid lootspec for that item

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In all fairness I have no official source, but the fact that tradable loot dropped at a rate that vastly exceeded all other loot lead me to that conclusion. I don’t think I ever saw certain bosses not drop only tradable loot.

The main source I have for that model is reverse engineering, how well it predicts observed results from myself and a few other posters, and a few blue posts that hint at what’s going on without explicitly saying what’s happening.

This is true, but the op called themselves a causal so causal game play options are on the table. It also is less stressful when trying to gear up because you target items you have a 100% chance on winning. We play because we want to have an enjoyable experience why not make choices that help that? I still did a few dungeon even though I over geared them. I will still do LFR and I over gear that (and I will roll and transmog) but it might be fun.

It would be nice to know what the OPs goals are. If they just want to gear in LFR or if they are willing to do world content as well.

The video was pretty interesting, thanks for sharing.

Thanks for totally missing the point. If you see constant examples of this it means the fricking deck is stacked. Is that really so hard to understand?

You can’t say they’re doing more work, because gear ilvl is more proportional to dmg output in this game than actual skill.

uhhh, no it’s not.

If it is, why was I routinely keeping up with or even flat beating people 15 ilvls higher than me in damage in an LFR I ran earlier?

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I absolutely can and they absolutely are.

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And we will still be here because only a small minority of casuals actual complain. GD is just full of salty casuals with 100% wrong takes and angry that they arent good at the game.

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Sure it is, but as is generally the case, it’s better to help people adjust to an improved system than to abandon the change altogether.

Left out in the cold with:

Good casual PvP gearing
3 casual levels of raids
M+ that gives great rewards at low levels that casuals can easily do
New flying system that people are enjoying
Crafting system with long term progression
Casual friendly rep (mostly cosmetics)
GL that makes life in casual raiding guilds better

Seriously? Middle of the playerbase has it pretty darn good in DF.

And the casual crowd replied with “no, you shouldn’t have any options but PL even though we’ll never be in your groups.” I can’t feel bad for the folks who just want to control how everyone plays while also not wanting everyone in the group to even have a fair chance at rewards.

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That’s not the point. At all.

The reason people are complaining about this (and I remember this from first hand experience in Cata):

In a normal raid group, you have a set group of people every week (unless you are using the non-queue Raid Finder tool). So when someone gets their item, you eventually have a chance to actually get your tier piece because eventually your competition for that item is going to dry up.

In LFR, it is not like that. You have totally random people every single week. Which means it’s going to take a little longer to get those tier pieces.

Now, add in people rolling for transmog, DE, just cause.

Every single week.

That gets frustrating really quick.

People walk queue into LFR knowing they aren’t going to get everything the first week or two. However, when you have everyone and their mother rolling just because the shiny “Need” button is lit up?

It gets old really quick.

It’s demotivating after weeks/months of this happening. That’s why people are grumbling about this.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

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Funny, I thought Master loot is what ruined the game and caused all the casuals to quit. Funny how they still manage to complain about anything despite having quit.

Keep moving those goal posts!

You missed the part where they called us all bad people for wanting the option to have more control over who got allocated the raid’s items.

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