Let me put it in a non-technical way: If you don't want to play Raid content, you won't feel like a schmuck as you get wiped by everybody who played Raid content and got some goodies.
We have progression rewards through the game. This used to be a source of controversy, as people feared that we'd put in all sorts of "I win" skills. And while you can create mismatch battles that are untenable, for the majority player skill is still the primary tool in the arsenal.
As for the idea raised earlier that "every other MMO company goes down this path but winds up in hell, why would you be any different", I'd point out that most MMOs are all about items. Which, as has been proven, is an extremely effective strategy. We de-emphasized items in lieu of player skill. Frankly, I don't think this tunnels into the primal monkey brain that loves to play ProgressQuest, but in exchange, we create what I think is a more fun game.
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Originally Posted by NameTry2468
I love how MMO developers always say that they won't "force" players to do anything, but they define "force" in the most technical way possible. Yes, true, you can't come to my house and put a gun to my head and "force" me to do the content, but so long as the rewards are enticing enough to draw people into challenging content that requires extensive group cooperation, those rewards will be the benchmark for competition. You may very well want to keep things balanced, but there is no way that rewards that are going to be good enough entice entire guilds...
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