Originally Posted by
Kurt2013
You think calling people irrational and lazy, while twisting and turning and interpreting things into their arguments, is not rude? You even quoted it yourself. He did not "just explain".
@magnum92: the whole game layout is a bit hybrid. The argument is not valid as an imperative as gcustoms rightly said, but as a guideline and means of illustrating a progression curve it works fine. The boundaries actually are not as black and white, but in general it should mean: "xyz should get easier, if you specialize and play mostly xyz in a certain amount of time". Again, how does the idea of supplementing and making it possible to better yourself and prepare for group activities during solo play, hurt this?
It could hurt of course, if badly implemented and i understand your caution and outcry to a certain point, but imo all your concerns (e.g. all that could effect the people who raid now negatively) can be adressed by balancing, tweaking and limiting and actually designing that content properly (e.g. so that it does NOT violate the guideline as Bori and pvp quests do).
And here it is actually a lot easier than with wb or Bori (where you can either go wb OR raid) since, if you appeal to casual solo (or small teams), that supplement can be moved and done in a time window where it does NOT collide with raiding or group content.
And so far tier 1 and tier 2 raids have a huge advantage still over wb: you can calculate with them. you know how much time they'll take roughly (which sometimes work to the raids disadvantage too and it is part of the problem) and that you will get at least something out of it, unless it gets wiped and messed up completely. World boss is lottery. And to solve the guideline problem with wb, they would just need to limit the number of possible tokens per week and char. Another thing they could do to counter the reducement of raids through it (if it is actually true) is to make old world raid gear more valid in t3+ or let it be upgradeable through crafting or questing (in raids). That way the casual solos would get some power progression and vanity things and would then seek out actively raiding, if they chose to do so.
Again, i find it completely valid to say, if you want t2 gear you need to have finished t1 at least once. But i find it not valid to expect alts and new players now to do the same veterans did to get to t3 (e.g. countless week and months of raiding the lower tiers). Tier progression is a bit weird anyway, since now t3,5+ rely on much more than just "having finished t3 successfully".
Please correct me, if i am wrong here, but supplement implementation means i my eyes a scenario like this:
Player A has not much time to play, but reserved one evening every so weeks to join a friendly raid. This gives him calculateable progress, but generally less than his friends have (player B and C etc.). To keep this day valid in his schedule, he needs the core raid time to stay there. So now, player A will be in same state to join the raid a few weeks later than he left it, while the other raidmembers progressed. With supplement he could have done a bit inbetween on his own. The actual problem i have seen with this setup comes, when the raid wants to move on. Maybe even new players joined or they merge with other players from a higher tier. So guess who will be left behind, when it comes to rescheduling the weekly raid day? Of course a friendly raid will not change that day and try to keep player A in the team as far as possible...but do you want to deny there is a certain threshhold to that? And do you really find it a good solution that player A looses his fun to raid with friends and joind a different raid (which might have a different raid schedule)? Similar scenarios are returining players, players leaving the raid and need replacement etc...