Monday, October 31, 2016

Random Loot Frustration and Social Play Revival in WoW

The biggest complaints I have seen on the forums focus around two core areas with Legion:  

Randomness (RNG) and Prerequisite busy-work.

For RNG, everything in this expansion is random, everything.  Loot drops randomly upgrade. World Quests are randomly selected.   Legendaries are a random chance.   Itemization is so important and so hard to get.

From a frustration point, player have little to no way to focus for success because there is no consolation prize system that players can control.  Even crafting and rep grinding is behind RNG (random world quests and random stats).

For Prerequisite busy-work, it all seems to focus around the game requiring people to do something they don’t want to do (or no longer want to do) in order to get or do something they do want/want to do.

Busy work goes against a Blizzard-enabled play style.  Since mid-Wrath through Warlords, Blizzard created Alt-Play and Solo-Play through Dungeon Finders, Heirloom Gear and eventually with Raid Finder during Cataclysm.   More and more players have migrated away from organized social play into solo activities of the game such as Finders, Pets and leveling more alternative Characters as “content” for them.

The entire fabric of the player base began to wither into solo players.

Legion has pulled an about face here.  Rolling back the clock all the way to BC and Early Wrath (pre-finder).

By requiring AP gathering and ancient mana gathering and rep gathering, Blizzard is bringing back the “main game” instead of the, these-are-my-12-mains game.

There is a group of players that are happy to no longer be so bored that they are playing alts to stay entertained.  But there is another group that is so unhappy they can’t play 12 mains.

There is a group of players that are happy that guildies are grouping together instead of using the finders.  But there is another group that is so unhappy they have to actually “put themselves out there” which can be uncomfortable when a "finder" did it for you.   They have to try to get into manually created groups or join guilds.


Blizzard has done a pretty good job of giving neither positions a “win”.

Thursday, October 6, 2016

Guild Cohesion

Unless your guild is excessively massive, it is impossible to really operate numerous raid teams.  

I would speculate that for each raid team you add to a guild you multiply the complexity of difficulties and coordination exponentially.    My guild runs two raids as many guilds do.  We have a primary team and a casual / alts weekend raid.

I had a long-standing player in the guild wanting to create another leader-team because the leader-team is full and he failed to sign-up and the causal team wasn't advanced enough for his wants.

While, in practice, this sounds like a quite reasonable request.   Here are the problems another leading team can cause, if you cannot coordinate properly.


  1. If the teams are on different schedules, you have doubled the competition within the guild for people wanting the schedule that is more to their liking.
  2. If the teams are on the same schedules, you have decide how important it is to the guild that both teams advance equally.  If it's important you'll have to balance participants and people want to raid with friends.   It can't be about just numbers.
  3. You have the potential that teams can compete for the "better players".
I'm not saying it can't be done.   I know there are more hard-core guilds that make this happen.  

I'm just saying that it has drawbacks, issues and more "work" to make it happen.

If your guild does this... what approach do you use?