Games must only get ever easier at least they did not call it "quality of life" changes or some such. Its a shame but its where games have been going since the early noughties.
Games must only get ever easier at least they did not call it "quality of life" changes or some such. Its a shame but its where games have been going since the early noughties.
The other option is to have try-hards play by one set of rules and let everyone else play according to rules that are less demanding. By that I mean have certain abilities and traits that are active only when in content that is labeled Savage, Extreme, etc. (or against target dummies, obviously).
That way, people who become physically ill at the thought of damage parsing can enjoy all the parts of the game they care about, and there's absolutely no pressure to perform at pro-gamer levels. You'd never have to worry about developing hard-mode skills unless you actually choose to participate in difficult content. (Many people do not!)
Actually, the high-end raiders are calling these changes more difficult because it eliminates breakouts from the standard rotation, which is a fair criticism.
Games must only get ever easier at least they did not call it "quality of life" changes or some such. Its a shame but its where games have been going since the early noughties.
The other option is to have try-hards play by one set of rules and let everyone else play according to rules that are less demanding. By that I mean have certain abilities and traits that are active only when in content that is labeled Savage, Extreme, etc. (or against target dummies, obviously).
That way, people who become physically ill at the thought of damage parsing can enjoy all the parts of the game they care about, and there's absolutely no pressure to perform at pro-gamer levels. You'd never have to worry about developing hard-mode skills unless you actually choose to participate in difficult content. (Many people do not!)
Do you know anywhere that such a two tier system works? Players are like water on a hill, they always take the easiest way down.
Games must only get ever easier at least they did not call it "quality of life" changes or some such. Its a shame but its where games have been going since the early noughties.
The other option is to have try-hards play by one set of rules and let everyone else play according to rules that are less demanding. By that I mean have certain abilities and traits that are active only when in content that is labeled Savage, Extreme, etc. (or against target dummies, obviously).
That way, people who become physically ill at the thought of damage parsing can enjoy all the parts of the game they care about, and there's absolutely no pressure to perform at pro-gamer levels. You'd never have to worry about developing hard-mode skills unless you actually choose to participate in difficult content. (Many people do not!)
Do you know anywhere that such a two tier system works? Players are like water on a hill, they always take the easiest way down.
I don't really know of any MMO that has ever tried it. I'm not sure how the "easiest way down" applies. Maybe I didn't explain my idea well.
Difficult content would enable an extra set of abilities and traits that require high skill and much practice to use effectively, and effective use of those abilities and traits would be necessary to complete the difficult content. You don't have a choice to take the "easy way."
Casual players, who prefer not to bother with such content, wouldn't ever see those abilities or traits and wouldn't feel obliged to learn how to use them.
And, just as it is now, the difficult content would have its own unique rewards, so "elite" players would always have incentive to do what they do.
(To be honest, that's how it is now -- there are a lot of buttons a casual player never needs to touch for "normal" content. My idea is to make the divide more explicit and actually remove those buttons from the interface for the easy parts of the game.)
Games must only get ever easier at least they did not call it "quality of life" changes or some such. Its a shame but its where games have been going since the early noughties.
The other option is to have try-hards play by one set of rules and let everyone else play according to rules that are less demanding. By that I mean have certain abilities and traits that are active only when in content that is labeled Savage, Extreme, etc. (or against target dummies, obviously).
That way, people who become physically ill at the thought of damage parsing can enjoy all the parts of the game they care about, and there's absolutely no pressure to perform at pro-gamer levels. You'd never have to worry about developing hard-mode skills unless you actually choose to participate in difficult content. (Many people do not!)
Do you know anywhere that such a two tier system works? Players are like water on a hill, they always take the easiest way down.
I don't really know of any MMO that has ever tried it. I'm not sure how the "easiest way down" applies. Maybe I didn't explain my idea well.
Difficult content would enable an extra set of abilities and traits that require high skill and much practice to use effectively, and effective use of those abilities and traits would be necessary to complete the difficult content. You don't have a choice to take the "easy way."
Casual players, who prefer not to bother with such content, wouldn't ever see those abilities or traits and wouldn't feel obliged to learn how to use them.
And, just as it is now, the difficult content would have its own unique rewards, so "elite" players would always have incentive to do what they do.
(To be honest, that's how it is now -- there are a lot of buttons a casual player never needs to touch for "normal" content. My idea is to make the divide more explicit and actually remove those buttons from the interface for the easy parts of the game.)
This is like raids for players who work harder, I am all for that.
Comments
It's not a bad thing to make it easier - but.. Auto rotations are going to dominate the class now - just like every other class.
It was always cool to see a 100 parse Black Mage because you knew he wasn't cheating his rotation because they simply didn't exist.
That'll change.
The other option is to have try-hards play by one set of rules and let everyone else play according to rules that are less demanding. By that I mean have certain abilities and traits that are active only when in content that is labeled Savage, Extreme, etc. (or against target dummies, obviously).
That way, people who become physically ill at the thought of damage parsing can enjoy all the parts of the game they care about, and there's absolutely no pressure to perform at pro-gamer levels. You'd never have to worry about developing hard-mode skills unless you actually choose to participate in difficult content. (Many people do not!)