Who is running that many dungeons except boosters and druids?
The answer is that people don’t care about what doesn’t affect them and enjoy seeing other players who play the game differently having things taken away. If it’s not the way that they play the game than others shouldn’t play it that way either.
I think that if players of today find a way to exploit the Vanilla ruleset to the detriment of the overall game, I think it would be appropriate for Blizzard to intervene.
Different opinions, and that’s fine.
Literally exactly it.
People complain about botters, but a bot who only does dungeons only makes the market more saturated. Thus helping the casual player with lower AH costs. They don’t get it. This change didn’t stop the bot who farms winterspring all day that people actually complain about. And after the ban wave, all its doing is preventing real players from playing the game how they want. A limit is a joke and the cheapest way you could possibly have solved this problem.
And i say this without having any stake in the dungeon game. I’m against other players losing the ability to play the game how they want. The players that celebrate this change are selfish and short sighted.
Most of us are content farming in the open world or hop-scotching in Ironforge.
Even I was originally against this change, but then I started thinking of it in similar terms to the established raid lockout structure.
I don’t think:
A) running dungeons is exploiting.
B) running dungeons is to the detriment of the overall game.
C) it is ever appropriate for Blizzard to intervene in legitimate gameplay that doesn’t violate the EULA.
We already had a limit of 5 an hour. There was no need to further limit legitimate players with some silly, arbitrary cap.
Keyword is exploit, which none is being committed. If it were skyhacking, pathing abuse, then fix those.
Yes and no, that also means the prices of what they’re selling goes down, which is bad for them.
It’s relative. Items being sold on the ah that you can farm inside of a dungeon are now cheaper. Things farmed outside of dungeons ( which this change does nothing to stop) maintain the same value.
Also, i wouldn’t argue to keep botting in the game. More so pointing out the irony of the casual player being against something that indirectly helps them.
On that point, now that there is a daily cap in place, the hourly limit should be removed!
It should just be reverted to its vanilla state.
I’d personally much prefer the daily cap of 30 over the hourly cap of 5, but above that I’d prefer Blizzard to actually provide what they advertised.
Spamming dungeons increases a HUGE payout to players, meaning you will be getting more gold then you should be getting at all.
Like I have said in prior posts about “pserver data” all this did is Ruin the “classic/vanilla” experience. I personally don’t spam dungeons, even when I was in a guild, barely did that limit or was remotely close to it. If anything, would do at most 5 dungeons a day while farming RTV in the world.
Edgemasters for example, that item’s price was like, 400g for awhile, then that price went up to 2k+, not even sure how the price is now since I took a few months off. I bet it even increased well above 3k, maybe 5k for some servers. Which is something vanilla wow NEVER got to for gold price wise.
This is a player driven issue, the game was not meant to be a no life game.
Sometimes we are incapable of limiting ourselves even though we think we are in control. I am fairly certain that the extended downtime from COVID-19 has exacerbated this issue.
In any case, the economic impacts of players overusing a system for profit is easily demonstrated by the edgemaster gauntlets which sell for $3-4K. Unlimited boosting and an obscene surplus of gold are surely to blame.
Hell yeah brother!
I play around 35-45 hrs a week, hardly a casual. And I have absolutely no issue with this 30 instance a day rule. It has cut down on boosting, more groups are forming, and it has had positive effects on the economy. So no, I have no issue with it, and it is a GOOD thing.
I smile when I see these threads. Its proof the changes work. If these changes had no teeth, or werent actually effecting anything or were “pointless and not fixing any issues” noone would complain about them.
But people continuously complain. So I know these changes are having an impact.
Good.
What if Blizzard removed the instance run cap, and instead reduced the ability for and amount of loot that will drop from mobs and bosses by 5% until it hits 0%, and exp gained also drops likewise.
Then you can still run the instances but you just don’t get loot or exp after 25 runs?
The average player hears 30 instances and thinks “wow, that’s a lot of farming”. The experienced player sees 30 instances and knows how little access that is to content. These are the same people who thought it was great when the cap was account wide. The recent change to make the cap character specific is polishing a turd. It’s a disgusting change given what they ask of us to play this game at all.
Turn off xp in raid content. There’s no reason for endgame content to grant xp. Even now, a level 55-59 player gets nearly no xp when they clear raid content in a full group. Yet, bringing a single group worth of players into ZG can net insane xp/h. Just run off the xp in these zones.
To fix dungeon boosting, turn off group xp when a player 10+ levels over the mob kills the mob. Now boosting is dead, farming is untouched, and running these dungeons as a normal group is untouched. Gutting the ZG boosting also guts the boost bots.
Blizzard will never do these things, which is how I know they’re good ideas.
is your post satire?
I believe comparing a limit on dungeon runs in a video game to massacring minorities is an extension of Goodwin’s Law. You should look that up.