Open Plea to World Content Team

Blizzard, I know you’re trying to give world content/solo players more content to do, and I’ve been excited since your pre-DF interview saying so (especially the part about gear progression), but I gotta say this isn’t how it should be done.

The solution to more world content isn’t more group world content. Not to this insane degree.

I know it’s an MMO, and ideally there would be events like the Tuskarr Feast that make the world feel populated. But a big problem with Dragonflight is the sheer amount of group-mandatory content, especially to get certain rewards. And the real worry is that, unlike dungeons or raids which you can theoretically do with fewer people or solo in future expansions, a lot of these events simply won’t be. And those that can… it’s causing issues with the current Dragonflight experience for primarily world content and solo players.

DF to date has several times as much group content outside of instances than any other expansion did. And that spreads players out. It might have been alright at the start of the expansion, but assume for a moment you’ve got a player who wants to do literally anything to progress their goals in the outdoor world. They can make a group, or they can list a group. But depending on the half hour they want to make a group, they’re competing with:

Dragonscale Keep
Grand Hunts
Tuskarr Feats
Primal Storms
Cobalt Assembly/Imbu grind
Primalist Future
Forbidden Reach rares
Zaralek Caverns rares
Researchers Under Fire (once most people stop doing it it’ll be impossible to do solo at any given point of the day)
Fyrakk Assaults (Even if you can spawn the boss, it’s way too overtuned, especially for world content players)
Time Rifts (Even a few initial attempts with a full raid have shown me it’s next to impossible to get the purple bag unless you’ve got more than a single raid on your shard, or maybe they were bugged. Either way, you’d better do them now. Like all the other things you better do now.)

In BFA and Shadowlands there were a few rares that took groups, in Legion you had the Assaults but they were smart-grouped scenarios at the end of a soloable segment. In MoP you had the Timeless Isle rares and reputation grind. This expansion has way too many more, and they’re just adding up. It wouldn’t be as bad if past patch content was retuned to be soloable or doable with far fewer players, but it’s just not. The end result is the players it’s primarily meant to service - those who don’t do raids or dungeons - are having a much harder time doing it than people who don’t focus on world content as much. It’s backwards.

I’ve enjoyed the game as a world content/solo player for 15 years, since I stopped raiding, and it’s been fine all this time. It’s disappointing to me that now there’s a dedicated team focused on making world content it’s less fun and more stressful than I’ve ever found it before. If I want something from a piece of content I’m essentially as forced to do it now/when Blizzard says as raiders were when they complained about Artifact Power, because if I don’t do Time Rifts at the start of each weekly reset instead of waiting until my Australian weekend, there just won’t be as many groups capable of getting blue boxes, let alone purple, as at the start of the week.

And that’s a design problem. I don’t know what the goal is here, but it’s not serving the players who have chosen to focus on world content as much as past expansions were, even with all the extra work put in - especially on lower population realms, especially at odd hours of the night, especially later in the week. I don’t think world content should be designed to encourage scheduled high-player count bursts of play for a few hours at a time and then be impossible to do later in the week as players spread out to do other things. I imagine raiders wouldn’t like it if they still felt pressured to run every raid in every tier of the expansion - not because of choice, but because the game was designed to encourage it.

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Open world content must have some progression though

Siege and soup are beginner, fryakk and researchers are current end game for you.

What you are asking for is “solo” content.

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Open world content does have progression. The Adventurer/Veteran upgrade line of gear is all but perfect for solo and outdoor players. A few sources per week, takes a while to get enough tokens to max it out, but achievable. If every piece of Veteran gear could be used in the catalyst, it wouldn’t matter nearly as much that Fyrakk is impossible to kill most of the week.

And yes, I’m asking for “solo” content because “group” content is literally unplayable most of the week. I need to kill Invoq for a toy that won’t drop on as many characters a week as I can. I don’t mind the repetition, but I do mind the fact I often have to wait longer than the spawn timer to get a single other player to join the group to help me kill it, because for some reason Blizzard decided rares should be Mythic dungeon bosses. Only for world content players, though, I’m reminded time and again that players who focus on other parts of the game no problem soloing ZC rares. It’d be nice if the same were true for players who see those rares as their main content.

No one likes wasted time, don’t pretend you do. I want to play the game and earn my upgrades, not sit around waiting for some guy on the other side of the planet to just happen to need the same rare or group boss at the same time as me.

And, as I said, simply waiting until I can come back stronger in a future expansion isn’t even an option, because a lot of these events are designed to require a ton of players to get the highest reward tier.

If outdoor content “must have some progression”, here’s a much better way to implement it: copy Horrific Visions and apply them to the outdoor world.

Make everything solo-able baseline, then let the player opt-into special debuffs/enemy buffs in return for higher ilevel rewards. That would allow players to always find their own preferred difficulty eventually, it doesn’t price anyone out of the system because of where they live or what server they’re on or what they’re trying to do, and it means stuff can still be done in future expansions because you don’t need 30 people to carry rocks in a tight time frame.

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Why must it?

The current system where open world enemies scale based on your item level is terrible.

Getting better gear to overpower enemies is the true progression.

Siege and Soup are last season’s content. Researchers and Fyrakk are fine as side activities but problematic when they are meant to serve as the only open world end game.

Yes, because we have absolutely zero solo content right now other than minigames.

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So these are even harder than the Researchers event to finish fast enough?

This is bad news for players who play on quiet shards or quieter times of the day.

DF world content keeps getting more poorly (or maliciously) designed each patch.

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“Yes, because we have absolutely zero solo content right now other than minigames.”

This is a huge part of it.

World content/solo players have existed the entire game’s lifespan, and there have been many throughout the years. It’s a popular endgame for people who want the freedom to decide what to do during a gaming session as they’re logging in. It’s not “playing the game wrong”, it was a supported playstyle for over a decade and a half.

But those players have less they can do now that there is a new team specifically tasked with giving them more to do. That’s a problem no matter what your perspective is.

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These work fine now while they’re current. The issue is when players move on from these, it’s very difficult to complete the content. Zaralek is a ghost town. Anyone looking to work on Marduk rep e.g., will likely find themselves trying to solo grand hunts, etc.

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It’s possible the two rifts I did were bugged and just a bunch of tasks weren’t being registered correctly, but I was in a full 40 person raid for the second Time Rift I did and we only got to 5000/7500 before the phase ended.

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Honestly, they barely work fine now when they’re current, either - Researchers is pretty reliable itself, even if it’ll be impossible in future patches/expansions, but stuff like Fyrakk takes way too long to find groups for. I pretty much have to drop whatever I’m doing, log onto a character who still needs a kill and rush over if I see a group go up.

You shouldn’t need to wait longer than it takes to run a dungeon to beat an enemy standing right in front of you, IMO. Especially when other players get to avoid that wait because they play another piece of content, or because they happen to play at the same time as other players frequently do.

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This is infuriating. What are we supposed to do, use Discord to coordinate multiple full raid teams on the same shard?

Players already have so many tools at their disposal to be as social as they want. The endgame is nothing but group content at this point. Devs need to stop trying to force social interaction.

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It’s not even the forced social interaction that annoys me, it’s that it literally feels like applying for jobs.

You need to kill this rare, but you don’t want to take 10 minutes to maybe kill it if you don’t get an unlucky chain of attacks. Or you want to kill this giant dragon for one of your two chances per week at decent gear. So you go to the group finder and search. No groups. You list your own. You wait. You wait. Someone joins. Turns out they were realm hopping for something different. They leave. You wait. Another person joins. But you need at least four more people. You wait. You realise it’s almost time for Researchers, so it’ll probably be another 15 minutes before players move from that Mandatory Group Activity and maybe come over to do yours.

Not to mention all the waiting you had to do for the Fyrakk bar to reappear, and then all the killing you had to do to start filling it up. What takes some blessed players a couple of minutes can take close to forty or over, if you don’t run out of time and log off, for others - and that disparity is ridiculous for an endgame that until now has been 95% soloable.

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So you want better rewards but not harder content?

Good luck with that. It wont happen, it shouldn’t happen, but good luck.

Everyone else has to deal with it. So do you.

Harder content for better rewards is fine, but the baseline should be that it’s completeable for decent rewards, not that it’s hard mode or nothing.

I gave an example of a good compromise a while back. Horrific Visions were a great balance of outdoor progression, multiple difficulties that you progressed through as you did THAT content. If the outdoor world were like that, I’d actually be quite pleased seeing how far I could push it.

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The same content should get easier as you get more powerful. That’s how RPGs usually work.

But instead we have the same content getting more difficult but the rewards staying the same.

Moving up to a more difficult layer of content should be a choice. For example, Torghast had layers, and Diablo 4 lets you toggle the difficulty of world content.

It has happened before in WoW. And it happens in other games all the time.

Not exactly. Many players have chosen not to do world content. And others have chosen to leave the game.

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I think the idea that group automatically means harder is a bit of a misconception. In reality grouping typically trivialises content by reducing the players contribution to it in the open world. The fact that open world content has been reduced to group or bust has actually removed any appropriate level of challenge that could have been present.

If things were doable solo or with ad hoc groups formed around common interest on a single shard then people would do that at least some of the time instead of looking to group finder.

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I think you have accurately explained the problem in your final paragraph. The cooperative group content is fun and interesting until everyone is done with it for the week, or the season and the slower paced, or odd hour players are unable to complete it because no one is doing it.

I have really enjoyed dragonflight but I am one of those slower paced, odd hour players and I often find I am unable to do a lot of the outdoor content because by the time I can play everyone is done with it. I was increasingly frustrated with Zaralek Cavern because I rarely was able to get any rare kills due to when and how much I can play. It was fine the first couple of weeks but then everyone had everything they needed and no one killed them anymore.

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Several of the listed events are solo-able. It’s just slower.

I went out to Cobalt Assembly last night when I realized I never finished off that rep, in order to take advantage of the 50% rep buff. Easily doable, just took a while.

Cobalt is one of the soloable ones, yeah, but the issue is as it’s currently group content if you want to be efficient it’s taking players who could be doing one of the other bits of group content and spreading them thinner.

This is a recurring problem with open-world players, though: They don’t seem interested in playing the game, they just want it to be over.

If the concern is being “efficient” so you can cross it off your bucket list and never do it again… I dunno, I’m not sure how Blizzard is supposed to design to that. “We want more content we don’t want to do.” ?

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I want this.

i agree. I purposefully abondon suffron quests, outside of my comfort zone,everytime I barely attempt those, my character dies.

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