Isn't there a better way to keep players playing rather than forcing them to play a certain amount of days for the rewards?
I don't like this artificial barrier. I don't like that I have to spend a minimum of 30 days to obtain the MF rewards. I don't like that I have to spend like a year to obtain the JC recipes. I don't mind spending 15 hours for the rewards, but I have a problem with the 15 hours being split in daily 30 min session. This is just a bad design. A game should not ask for daily commitment to enjoy what it has to offer. Making the dungeon vp rewards to weekly-based was a good change. It allows players to focus on a specific toon on a chosen day rather than making players log in every toon every day. |
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They ask nothing - they merely reward a choice. We typically provide some boundaries because, as you've illustrated, something that we allow, is something that can all too easily seem mandatory. That's not what we want, but we do want to provide a reason to come into the game, be in the world, and see what's happening on a frequent basis. It's nice to also be able to offer some rewards for doing that. Naturally, dailies shouldn't be the only way to accrue rewards, and they aren't. Dailies were, in part, a response to a World of Warcraft where there wasn't a lot of incentive to come play on non-raid days, since for many players, the only way to progress became dungeon runs and, for a few, raiding. We also wanted to provide another means of acquiring currency aside from professions, and new ways to acquire reputation with important factions too. They're designed to hit a lot of notes (I'm probably missing some), and I think that they're pretty successful. You don't have to hit your cap, (indeed, one of our fears about a raised daily cap is that players might feel compelled to hit the new, higher cap) but you can if you want to put in the time. Naturally, we also want to continue to add other means of progression to the end-game, and we're looking for ways to do so in a fun and compelling way. I get concerned when I see players throwing out words like 'bad design'. Perhaps an individual dislikes a design choice, and that's fine. We do our best, but World of Warcraft can't be all things to all people, all the time. That said, making a value judgment about whether the design is 'bad' or not is not only un-constructive, but in the vast majority of the cases I've seen, such an assessment reveals that the design was not well understood to begin with. These forums represent an opportunity to have a dialogue about the game. I think that choosing words that have context and meaning, and offering alternative solutions, makes for feedback which is more readily useful. |
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A response to many, many requests over the years from the community to revisit old dungeons and characters? |
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There are plenty of other dailies where the rewards have been non-power related. The goal was different for Molten Front, and we deliberately wanted to offer a separate path to power for interested players. So, we wanted it to be compelling in that way. Still, it remains that there are alternative, non-raid, paths to power aside from Molten Front.
It could be argued that, by adding nuances to the zones they're in, they do enrich the game. They add things to hunt for, to seek out, and achieve. They're not easy to get, and that's fine, because they weren't designed to be easy to get. It's a very particular kind of goal for a particular kind of player - we don't expect everyone to pursue them, and if it's not fun for you to do so, then hopefully there are fun goals for you to achieve that are suited to your playstyle. |
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I don't think it would be reasonable to suggest that we haven't made mistakes. We've made them, and acknowledged them throughout the years. There are, however, differences between mistakes and bad design. That said, those mistakes haven't typically aligned with the criticisms of 'bad design' I was referring to. Like I said, in just about every post where I've personally seen the words 'bad design' used, there was also a fundamental lack of understanding about design in general. Usually, it boils down to just another way for people to try to enforce their vision of what World of Warcraft should be. I'm just pointing out that using that tactic in one's feedback is a good way to start off on the wrong foot. |
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We love constructive threads, and we often don't intervene so as to avoid derailing them. We do intentionally seek them out and read them though.
Specifically for feedback on CM performance on the forums, you can email [email protected]. |
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Because language is important, and also, because it's often used in the phrase, "That's just bad design." to justify why a mechanic or feature is undesirable to the poster in question. It presupposes the correctness of an opinion which may not, in fact, be correct. It also tells me nothing useful, except "I don't like it", but it makes, "I don't like it." sound more erudite, knowledgeable and sophisticated. It still boils down to, "I don't like it.", which isn't particularly useful without a context. We still appreciate the feedback we receive, but when it comes to feedback, details are important. That's one of the reasons we solicit thoughtful, constructive feedback: because it's more useful than blanket naysaying. |
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If you define content as 'stuff to do', then it's its own kind of content. It's designed to provide a sense of progression and building something, as well as offer some decent rewards in the process.
Forgive me for saying so, but that seems like a strange statement to me because most games I've played don't change much from year to year, if they change at all. Actually, I'm not doing the same thing in World of Warcraft now, that I was a year ago. The same general gist of things, sure. Games don't tend to radically change their core gameplay in a year's time. Most never change their gameplay at all. In that context, World of Warcraft changes quite a bit more than most games. |
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Oh, well, in that case we're largely on the same page. We also want to make improvements to the end game questing experience, including dailies. We want it to be more than just finding 25 blue exclamation points a day. |
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If that were the thought I was expressing, I might be inclined to agree. That's not what I was getting at. It's easy for a critic to make the mistake of confusing their opinion on a system--solely in the context of their own preferred playstyle--for whether or not the system in question is well or poorly designed. Often the assessment is levied without any argument for why a given item isn't well designed, it "just is" and the rest of the argument flows from that assumption. Merely because one dislikes something, does not necessarily mean that it is also poorly designed. It could be, certainly, but starting a discussion by stating an assumption as though it were fact isn't gauged to have an open discussion where an actual exchange of ideas takes place. |
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Can you explain what you mean further when you say like 'silithus used to be'? In what fashion? |