Change is the the driving force of progress. For things to get better there is a need to sometimes take risky chances in an effort to move forward and improve the current game.
Should Blizzard experiment by infusing new lore, game-play, graphics, Character designs, Races, Types of dungeons. Etc. that some might feel to be too radical a departure from the norm? But might improve the game?
Or should Wow continue on a familiar set path only enhancing the current game? Which some might feel more comfortable but might lead to stagnation?
The devs should try whatever they think is cool and enticing to players, regardless if players asked for it or not. There will always be players who hate the new thing just like there will be fans of a band who hate the new album but guess what? Seats are still fill up and venues sold out, just like people are still queing up for the latest new thing (plunder) and enjoying themselves.
If things get a resounding dislike for them, then they get sunset for better systems and we move on.
No one’s forced to do anything. In South Korea you are forced to serve in the army for X amount of years… in wow you are not forced to do anything at all
They do this all the time? The problem is they rarely keep a system in place and go with it. They scrap it and create something new that will break and/or get abandoned.
Absolutely…but tying a crapton of FOMO rewards around it and a ridiciously short period to panic inspire collectors into doing it just to prop up engagement metrics and pretend it was loved is data manipulation at its finest.
If Blizzard truly sought objective and pure data, Plunderstorm would simply exist devoid of any rewards save for the inherent fun and satisfaction playing it brought and the players it naturally attracts.
But I think it’s otherwise pretty obvious the mode would’ve been dead once the initial surge of people tried it out. Just like the classics all end up being.
No, i understand completely. But if the mode wasn’t fun, people wouldn’t be playing as much as they do. I understand what you are saying if gear is attached people will play it, but if its really bad, buggy, and unplayable people simply will not do the feature.
Why did shadowlands see one of the lowest retail sub accounts in wows history? Because it wasn’t fun, Why did DF see a increase? Because it was
Yep. Even when they drop the ball they need to dust themselves off and try again. They have a solid, working, proven formula so as long as they don’t completely ruin that they have more leeway for experimentation and risk taking than most developers do.
Oh, and despite what people say they try new things quite often, WoW isn’t what it was 5 years ago, which was different from how it was 5 years before that.
you have a huge gap in understanding in what drives people.
I don’t find plunderstorm fun - at all. yet I’m almost rank 40 because I wanted the rewards.
it’s been a slow, boring slog, and I can’t wait to hit 40 and never do it again.
just one example. people will do a lot of things they don’t enjoy if the rewards are good enough. them doing it doesn’t mean they find it fun.