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How exactly do we "demand" item squish?

blizz -> wysłany:
It's too scary. People can't handle what they dont understand, and you're worried they'll quit before they do.
We get that.

But it was never even fully explained. Never given an adequate explanation or demonstration whatsoever, just implemented behind closed doors, where it apparently worked perfectly, and was arbitrarily scrapped before even getting sufficient input on the player bases opinion. We were given our opinion on the matter.

You want to implement it "down the road" when the player base "demands" it. How do we do that NOW?Could we at least have the opportunity to demand it before we get told we did not?

There was no secondary offering of information at all past the initial blog indicating it was being considered. No demonstration of its workings other than 2 charts described as "not necessarily accurate" or some such...

Don't you think it will be harder for people to accept going from 600,000 health to 60,000 than going from 200,000 to 20,000? Yes, these are arbitrary numbers that do not fully or accurately describe or exemplfiy the change itself - yet it's not much more at all than we were given on which to base our "decision". A decision that we apparently ---> already made. Why, because we didnt stomp out feet and threaten to quit over it?

I feel like I'm being dismissed and basically punished for acting like an adult. I guess I'm doing it wrong.
blizz -> wysłany:
The way you “demand” an item squish is by testing, talking and sharing your constructive feedback with us here. We realize that there are players on both sides of the fence on this issue and we want to be able to evaluate the comfort level for moving forward with the possibility before we actually do anything more (should we feel it’s necessary.) Essentially, we want players to start expecting it rather than fearing it. While we stand 100% behind the new talent changes, we also recognize that they may be a bit controversial. We thought it would make sense to first have everyone try out the new talent model for the expansion before we tried doing any item squishes. We don’t want a returning player to not only have to relearn their class because of these big talent changes, but also to have to get used to doing lower damage. That’s a lot of change to take in at once. As we mentioned, we had the squish all in and working, but seeing those small numbers felt odd to us – and we knew exactly what to expect. For a player not knowing what to expect, it might feel downright alien and not very “ WoW like” which is not a good experience with which to welcome a player to a new expansion. We know that veterans are ready and willing to take on whatever gets thrown their way, but for others, we don’t want to completely overwhelm them if we can avoid it.

Again, we welcome constructive feedback and discussion and we’ll continue to evaluate the thoughts of the community along with evaluate our own testing to see where we end up.
blizz -> wysłany:
Just to follow-up a bit and so that you're aware we're still following this thread:

As we said in the original blog, we don’t want anyone to reject the idea of an item squish solely because they enjoy soloing old content. There are other solutions to that problem, if in fact it becomes a problem.

The primary motivation behind an item squish is to make the numbers more readable for players. It would have almost no balance implications. There are however some programming implications. It’s easy to get bogged down into technical details quickly, but many of the numbers in WoW have a cap of two billion. There are cases where we already have gotten close to that cap, with which many of you are probably already familiar. We already had to do some work in Cataclysm to increase the gold cap (because gold is stored in the game as copper). We have already had some bosses, such as Flame Leviathan, with health of over one billion. We have already had fights in the game where players could hit the threat cap. All of these problems have solutions, but they aren’t free solutions, and focusing programmer time on fixing them means less time for other features. We think we will be fine for Mists of Pandaria, but we are going to have to consider those solutions soon after.