That’s probably the single most important aspect that so many people overlook. It is absolutely naturenature for things to work as little as possible for the maximum benefit possible.
It doesn’t surprise me anymore that most people are baffled by this. Or that they believe in the altruism of human morals, as if being a human being precludes you from wanting to be efficient, or not have your time wasted.
That’s fair. What you’re alluding to is essentially what Akston just said about human nature. People will inevitably find the path of least resistance. It’s blizzard’s job to dictate exactly what that path entails.
If you played back in vanilla, or play hardcore or classic now, you’ll notice dungeons are substantially different than they are in retail. If you accidentally pull ONE more mob then you intended to, you’re fighting for your life. It’s an all out contest of wills at that point to survive.
Blizzard set that meter in retail when they slowly started designing class abilities, personal cd’s, and mob health/damage statistics so that not only could groups of 5+ be pulled, but often times multiple sets of these groups can be.
Again, blizzard sets the stage and the rules for the game we play. No one else is responsible for the state of the game. Blaming a player for rushing through a dungeon, when nothing prevents them from doing so and the current model of the game actually encourages it, is preposterous and shifting the onus to a symptom of the problem, while ignoring the actual problem itself.
This would only be horrible if implemented incorrectly. Do you know WHY Torghast failed in Shadowlands? Because blizzard failed to implement it properly. There was already a game model that chore-ghast could’ve emulated that would’ve made it incredibly playable, even for prolonged periods. That model is zombies in any FPS. Successively harder waves of enemies in premade maps with recovery phases, power-ups, and hidden easter eggs. I’ve played zombies for HOURS, because the impetus is on lasting as long as possible for greater prestige and rewards. Blizzard is stuck only thinking about instant rewards for, again, the first, fastest, or best. It’s lazy.
I’d just be happy if new content or recurring content dropped higher iLvL later in the expac.
Holiday bosses don’t get re-tooled for higher gear after it’s originally done at the start of the expac drop, so by the time the 2nd or 3rd time around in a specific expac, the boss’ loot drop ilvl isn’t worth bothering to farm the content again.
Siren Isle ilvl was also too low. 584 - who still needs this? I haven’t really bothered with gearing this expac and both my characters were already higher level than Siren Isle drops. I’d been planning to catch up, but I’d be going backward or at best getting side grades. Other than Marmaduke, I don’t really have a reason to go back after one play-through.
I don’t expect people to play any longer than the content blizzard creates for them to play.
My point, if I’m making one at all, is that blizzard could do a better job of designing content that is re-playable without being mind-numbingly repetitive.
That’s a great point. God forbid you get a meaningful reward from that world boss that didn’t technically take any skill or effort to kill, but that you’re killing because you’re desperate for that diminishing percentage of a chance that you’ll get the 1 out of 16 pieces you actually want/need. Also, never mind this is the 35th thing you’ve done this week to try to get it.
Well, the fact that they have given us follower dungeons, delves and story time raids suggests that the interactive groups are just an option for people who choose to play in groups.
Id argue blizzard is responding to a very volitile, quick moving, ever changing tech age where the emphasis is on immediate gratification and instant interraction. The market/culture has dictated these movements moreso than the devs themselves. They move in response to their audience. So, its a dance, blizzard teaches what we want to be taught because if we didnt, they wouldnt have a game.
The average WoW player is age 30+ at this point, so it’s actually closer to 20 years of doing the same thing over and over
Logically, it makes sense that older/veteran players want to “go go go” and speed-rush thru everything - we already know how dungeons work, we already know the lore, most of us have already read up on the dungeon beforehand and no need to “learn” any of the mechanics on the fly, etc
When you do something over and over and over long enough, you naturally do it quicker in the future (since it becomes like second-nature/automatic). That’s just how the human brain works: repetition makes it faster the subsequent times you engage in X activity
M+ should be entirely removed from WoW. PvP will take its place on the vault. M+ is a mini-game that has nothing to do with the Lore. Take it out of Azeroth and make it a mobile game. The poison spread throughout all group content due to the timer and IO scoring is immeasurable.
Rational thought is generally frowned on in the forums. The white knights have built themselves a nice little echo chamber, like Twitter was before Elon bought it.
We rush cuz we did them 100 times and its nothing new to see.
We leave because there is no reward for the wasted time.
Because people get bored with WOW and move to other games.
Because we know it’s possible to do that so Why Not
Because I want to, for varying reasons that mostly boil down to: I’m pissed at putting in a lot of effort for a bunch of clowns who won’t do the same and I’m out.
Now you’re just being dim on purpose. Really starting to sound like you’re mad you couldn’t get carried to the season goal you wanted.
Registering a complaint is cool but you have your cause and effect backwards here. Blizzard has made changes over the years in response to what players want and how they play. The game is the way it is because this is what players engage want.