Waste of dev time. Need more?
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Except it's among the least, if not the very least, wasteful use of development time?
We want development hours to allow for hours of engaging content.
The more engaging player hours produced by a given hour of development time, the more efficient (less wasteful) those development hours are.
This would massively increase hours of engagement available to players, at next to no cost. That is efficient.
But I suppose we should, what, be spending some 20x time on the next Mahjong instead, because such produces such broadly played and engaging gameplay?
They don't have one, because the real reason; 'selfish spite and hatred of effort' - is one that they cannot brand effectively. That being despite everyone being able to read between the lines. The rapid rush to 'no' any time any difference of opinion is raised, should say more than enough.
Never underestimate the fools propensity for simplicity and ease of reward. If they can bring the world to their braindead level they will. For in any other state, it's not that they can't complete; they also can't brag with minimal investment. Carrot on stick. Shiny gear they must have. Work for it? Hell no. Because they 'pay a sub'. And that gives them the right to stomp on anyone who liked any form of the opposite.
It's quite sickening honestly. Yet honesty, is the one thing that people are afraid of. Thats when we meet our good friend censorship and the real 'waste of time' begins.
That's not at all how it went, though. Gear rewards were never "removed from" easier dungeons or "shifted into" harder ones. Their rewards stayed exactly as they were: just short of the lowest difficulty of the then-current raid tier -- exactly as is done here.
Prior to the Vault shenanigans (wherein M+ weekly rewards were too steep or Raid rewards too low, however you wish to approach gear shortage/inflation), they merely allowed small groups additional means of getting gear equivalent to those of lower raid difficulties, albeit at greater difficulty relative to that reward.Personally, I'd be totally fine with challenge dungeons or higher dungeon difficulties sharing a weekly cap pool with raids, those rewards being paced behind them, being limited to minute "sidegrades" or alt-gearing (different secondary stat distributions, with an ilvl that cannot exceed your already highest ilvl piece for the given slot unless such would fall below the normal dungeon ilvl -- in which case you just get the normal dungeon loot), or even for the rewards to be almost entirely vanity (titles, glams, maybe some furniture).
Heck, so long as we finally got to see a bit more mechanical depth from dungeons, I'd do them even if they had literally no rewards. I enjoy light-party content and I like having content at the difficulty levels that work for me (which is neither Ultimate nor faceroll).
It has nothing to do with the -causal- playerbase and everything to do with one.. he already said no. And two, the WoW playerbase doesn't even want M+. It brought them endless RNG, even more toixc mindsets due to the keys, and a lot of other issues that they over there complain about more then we complain about a butt slider. Even Asmon doesn't like M+.
I'd love harder dungeons, Tho I do think we sleep on what we have. Deep dungeons are never mentioned when people speak on harder 4 man content. And while that is riddled with crazy RNG it is the perfect piece of content where harder 4 man stuff can live. Seriously, a do and die mode of a party of 4 where we go and fight savage level bosses each getting harder as we progress higher. Like a boss rush that yes if you die you start ALLLL OVER. I'd live in that content if they made the next deep dungeon a boss rush. THAT is stuff we should be asking for.. not for WoW's hand me downs that they don't even like. But then I look at things like -very easy mode- in story dungeons and I'd be lying if I said I didn't lose hope. When steps of fate got nerf my hope died...