Because those people do exist, but they’re a small portion of the people who play this game, and them existing doesn’t warrant giving players different difficulties to play the game. They aren’t representative of the majority who do play this game.
Interesting so it’s something people have always done from the start of the game. Sounds like something Blizzard could benefit from by giving a nod to it. If people keep doing it, there is something there for them to exploit.
So what your saying is, if they are not the majority they shouldn’t be catered to at all. They shouldn’t be considered? Interesting logic I wonder what type of behaviors that logic often leads to. Shall we examine where that logic is often found?
Horrible idea and no thanks. Leveling isn’t meant to be this huge process where it now needs difficulty levels. Makes 0 sense in an open world that isn’t instanced.
Also, Vanilla wasn’t hard leveling. It was just extremely tedious and long. IE. You get a quest that has you travel all over hell and back to complete for a whopping 4500 XP. Obviously not all quests, but there are a lot of them and then you have the “get me 10 of these” which drops rates were horrible it could take over an hour to do 1 quest.
I guess I have to be more specifc with my choice of words…
There will always be people in this game that do unusual things just because. Those people are not the primary demographic who play this game. FAR from it, and to suggest that someone who leveled his pandaren to max via crafting without choosing a faction so in any way levy developer design decision for the core game is asinine.
99 percent of the player base are going to take the path of least resistance almost every time. You see it in classic today and you see it in retail.
If catering to them is only going to potentially hurt and split the playerbase further than it’s already split, then no, they shouldn’t be catered to. I don’t know why it’s so difficult to understand that. Not everyone gets what they want.
So then if we was to only cater to this. Shouldn’t development then always only consider the path of least resistance? That is after all what 99% of the player base does. Why have all the gear in raids? Too much resistance there and 99% of the player base wants to take the path of least resistance. It seems weird to waste all that development time making something people don’t want to do.
You can’t possibly be so naive to assume such a drastic developmental commitment tonthe core of this game would be justified to appeal to such a niche demographic of player within the game.
This is exactly what happened with M+, where heroic raiding was virtually ignored in favor of doing the easier way of gearing.
All you’ve done is proven her point.
And yet Blizzard chose to do what again? Put that gear back in the path of most resistance. Why do you suppose that is.
I thought good development came from catering to the 99%?
Because good game design needs to have clear win conditions and failure states with wise incentives for players.
This isnt even a discussion. Count how many threads in this forum alone talk about meta and the obsession of the optimal end game grind.
Developers create the obstacles, and the players figure out the best way to overcome them, this is game design 101 man what are you talking about.
Sounds like you are making contradictory statements. Are players wanting Challenging content or not?
Good game design is not catering to the majority, its creating challenge and incentive while bolstering player retention.
Catering to the majority is the economically wise direction. Those are two separate things.
I’m done here
But wasn’t you just arguing that the 99% Should be catered to trying to make it sound like that is why something like a slider is bad game design.
Wow went away watching nfl redzone and seeing this kind of activity is awesome
Go play classic wow if you want that, your mythic difficulty would be dead cause people would always choose normal for speed leveling.
You’ll never see alliance in it. Forcing WPVP adds nothing but annoyance when most of the playerbase is horde and alliance gets outnumbered 1 to 10.
Taking the path of least resistance is what has led us to civilization.
Not if you’re on Oceanic Servers as Alliance or NA servers as Horde.
Love the idea! I would prefer a system I detailed called Mythic+ leveling, where, at an NPC like Chromie for Chromie time, you set the difficulty one higher based on your preference.
Either way I support the notion entirely.
Not a fan of the “would require grouping” though, as what would have to change for that to be mandatory?
One way or another, I’m fine with it though.
I don’t know about anyone else but currently in WoW, I couldn’t even take on more then 3 mobs with out almost dieing on my Ret Paladin. Had to heal bunch.
I’d say I’m was already leveling on heroic difficulty…