Because it is. You come in with the tired and old “people just don’t want to do any work” type of logic and people are quite frankly sick of that awful elitist take.
It’s extremely clear what has been asked for and Blizzard has done the complete opposite of it all. To come in with another bad take that essentially blames players is indeed very tone deaf. Almost as tone deaf as Blizzard has been with ZC.
Yes it would be. If that alone was done then great. But no, that wasn’t done, now we have despawn timers, still have rotations, yada yada yada
This is because the vast majority of the people I converse with, that I read forums of, that have major discussions, are explaining exactly this. That is the take. Many people are just lazy and have very minor gaming ethics.
That is how I’ve viewed the discussions other people have put forth. After having read all the threads over months and years.
It is a reality. It is the majority.
Well, you ignored my point, A lot of collectors don’t want instant gratification as you mentioned but some sort or progress for the time invested or at least some kind of agency over their playtime sessions and those rewards. I even provided examples from old expansions on which you could see the reward day 1 or invest multiple weeks, its all RNG but you’ve more control over your time.
We don’t even know the new % drop increase, it could be moved from 0.01% to 0.1%…but you should consider the ratio of attempts and how doing those attempts provide engagement, if you’re just waiting for a rotation of rares, a respawn…etc against your free time in this game and at then your attempt doesn’t provide any sort or progress and its just you get the item or not, then that’ll lead to a frustating experience.
Why? Cosmetics/collectibles aren’t the same thing as actual player power. They’re just optional, which is why BLP has never been a thing for collectible rewards. Players are chasing them for collection purposes, not to advance their character’s power. Character power actually has an impact on gameplay, which is why QoL like BLP often gets implemented for things in that regard (or drop rates are just much more favorable).
As for the minutiae of how long spawns should be, what stats the rare mobs have, what drop rates look like, etc, as far as the collecting crowd goes, everyone has different preferences and it’s disingenuous to suggest otherwise. Some collectors want to kill a mob once and get everything it has to offer. Some don’t want a daily loot lockout on rares. Some want faster respawns or mechanics to spawn the mobs at will. Some want all rares to be soloable. Many fall into wanting two or more of these things, or other things that I didn’t think to mention here. But at the end of the day, collectibles are still an optional thing.
Me personally, I’m generally fine with however Blizz designs rares and their drops and take them all as they are. But this novel approach of having rares arbitrarily despawn for no discernible gameplay reason is something I’m not really a fan of, just wanna add that disclaimer before someone jumps on me for ‘defending’ that change.
Yeah I can’t see how people can look at a situation where you have a 15 min window to fly by x rare or its gone for hours is fine. Or worse to think that people who are upset about it just want everything in one go. We don’t mind farming the rares but we don’t want to waste hours of play time hoping it pops before we have to log.
That’s not true several collectible rewards have a BLP implemented, check mounts for 10.2, you can get several from seeds but if you reach renown rank 18, you can purchase those directly with a NPC.
BLP for cosmetics have existed in pregvious expansion and there’s few examples, same with SL covenant mounts from rares or a vendor for anima / offerings.
For a lot of players that’s the meaningful progress, just like power is for others…meanwhile power is just a rotation between patches.
You’re right that changes from one player to another, but even if you consider it optional, for other players that’s their main goal and its not optional, there’s plenty of players that reach max lvl just to collect all those items as their main source of gameplay.
Almost everyone dislike this change because its more AFK time that you don’t see any sort of engagement or progress after you do your attempt, it just complicate things.
Exactly…We don’t need more AFK time in this game, the game should prioritze FUN engagement, that’s why I mentioned the BLP from legendaries as a solution because this isn’t fun then at least provide me with some sort of progression for each attempt that’ll validate my time invested…However; We don’t have that in this scenario and it’s just wait for an Addon alert and try again.
Well, I tag you here yesterday and you decided to avoid that point but well…I still wonder how are you happy with these changes? Because its Ok, there’s players for everything as mentioned by Ion. I’d prefer if these rewards were value as aspirational goals or implement better solutions but if you consider that a pure RNG reward that could take years is a good approach for the game, I’d like to hear your reasons.
I don’t know if we’re reading in different forums. But I rarely see people who are lazy. I only see people who want to put some effort in, but don’t want to have their time wasted with years of bad luck, hours of AFKing with nothing to show for and sometimes even no way of even killing the desired mobs because of their designs.
True, I’ve not checked the collection tab for players posting here but you can check mine…You’ll notice where I’m comming from regarding these changes, BLP as they did with other rewards and improvements.
The game should always prioritize FUN and I don’t feel like Devs do that with these kind of designs.
i remember taking 6 chars through lich king raid for a good 9 months every week for a chance at invinsible and it finally dropped and i even got screenshots from that day. it was a glorious feeling
2016 was a good year. got ashes and invisible and legion launched
Do you feel at that point it was glorious or just a relief feeling? That’s a difficult metric because it depends on each player point of view and amount of attempts.
At least ICC grind, you can set up your own time for those runs compared to waiting for a rare to spawn, that’s the big difference between some cosmetics grinds that you’ve agency over your time even if it’s being wasted by failed attempts or just being AFK waiting for a rare that could be a failed attempt…worse that doing a legacy raid attempt.
It sounds more like relief haha, Devs should try to provide a more fun experience and if it’s not possible at least provide some progress…imagine if Invincible was a 1% drop but every attempt increase it by 0.1%, you won’t notice but there’s an increase, the same feeling of getting luck will be achieved and the end user won’t notice the change. Devs can play with those values the base drop % and the increase ratio, so it won’t lead to a really bad feeling.
I didn’t know you were talking about a previous point when you quoted me replying to another person.
Personally, I’m happy because the time spent farming the mogs in Zaralekk Caverns to get those mogs, which I would have done regardless. Just went from days / weeks, down to days maybe.
It’s not the most ideal situation. For what it’s worth. It’s a good change from what it was.
How do you know it was moved from weeks to days? If Devs never provide the new % increase compared to previous one and if the drops are pure RNG, even if the drop was 99%, you could still be the 1% that doesn’t acquire the item for weeks.
Any increase drop rate will be taken like this, but players still depends on RNG values.
However; We’re talking here about just 1 factor that’s the increase drop rate as solution but what about the ratio of Attempts.
RNG isn’t just the drop % but also the time frequency which is often ignored.
Attempts should be improved because you’re designing against a lot of different players time, then you’ve factors like if the rare can be solo or not, that’ll impact if the player is able to do that attempt at all. It’s a lockout attempt per day/week?, how many hours the player has to wait between attempts? Is possible to do an attempt after you login at any hour of you day? or How many hours it could take to see this rare during your gametime sessions?
I think the Time aspect is left behind when Devs talked about these changes and that’s the annoying aspect that leads to BLP conversations and progress as I mentioned because if you’re already investing time at least give me some progress…and Yes, this could be done in a way that players won’t get instanst satisfaction and take weeks or even months but it provides more player agency over their time regarding these farms.