Quality of "whose" life?

#1 - Nov. 19, 2013, 8:09 p.m.
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quality of life changes? whose life, ours, or the devs?

why take gems, and reforging away? is it for our benefit? it isn't for my benefit as a healer.
is the new "grind" going to be chasing the gear you really want/need in a timeless isle format? or, are the characters going to be even more simplistic, that it won't even matter. we already lost control of our mana pools, what's next. everyone will have the same mana regen?
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#164 - Nov. 19, 2013, 10:45 p.m.
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It's a difficult conversation to come to any consensus on because different people always find different things fun. It's all rather subjective. I don't recommend anyone try to convince anyone else that they're wrong in what they understand to be fun for them. That's a waste of precious bodily fluids. However, our goal has always been and I believe always will be to create a fun and engaging game that is free from tediousness and complexities for the sake of tediousness and complexities. Easy to learn, difficult to master is our motto.

Depth and complexity of systems don't need to come from the number of buttons to click, innumerable steps to take to complete mundane tasks, or obscurity of how to go about them. Certainly decrypting game systems can be fun sometimes, but as a company we embrace a style of game that is very approachable with systems that are simple to understand on the surface but that hold a lot of genuine gameplay depth. That was true the day World of Warcraft was released, and we strive to ensure that remains true even with the addition of dozens of new systems over the years. As time marches on and we implement our latest and greatest ideas, they don't always keep pace with that design intent, and sometimes we have to make difficult decisions.
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#175 - Nov. 19, 2013, 11:19 p.m.
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11/19/2013 03:15 PMPosted by Acme
You will also find that one button that does it all......isn't so fun either.


Tooooootally agree, which is kind of what hit/expertise caps were. You either hit them or you didn't. Binary on/off buttons aren't so fun - depends how shiny the button is though I suppose.

You imply other systems in the game suffer from the same; to which are you referring?
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#190 - Nov. 19, 2013, 11:32 p.m.
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11/19/2013 03:24 PMPosted by Deathlicious
So, you're gonna stack strength just to be different from other elemental next to you?


Kind of the interesting crux of a lot of these conversations is illusion of customization vs. actual customization vs. efficiency, and how all of those interplay.

If someone liked spending all of their talent points in the old system in strange ways and ended up being extremely sub-optimal, but felt better about their individuality and choices and therefore found that system more "fun", were they wrong? What should the efficiency gap be, and how should we as designers and game creators ensure looking up a guide vs. not looking up a guide isn't the difference between a playable game and an impossible one? If that player who enjoyed their custom build and choices saw they performed far below everyone else would they understand it was due to their choices, or would they feel like the game was being unfair to them?

All interesting topics.
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#326 - Nov. 20, 2013, 3:53 a.m.
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When a user has a large variety of choices available to them like the previous talent tree allowed, sub-optimal combinations cannot be avoided. You cannot expect Blizzard to be able to tune the game so all combinations available to the player will result in a viable spec.



why not? this game's revenues are in excess of over $1 billion dollars a year. it's not like Fred, and Ethel are busy in the backroom coding, and we can't work them too hard.


Software development is not an assembly line. Adding a another eyeball to a doll you manufacture (because ... you're insane, I guess?) and adding another person to an assembly line to install that eye isn't how a collaborative effort like software - and especially game creation which includes a lot of art and "feeling" - is created. Some of the reasons are encapsulated in Brooks's Law.

Anyway to address your "why not?" more directly, the difficulty in balance is really that we want classes and choices to feel meaningful and unique. When you play your warlock you want to feel like a warlock, and not like a slightly different mage. And so it's just a fact that uniqueness and equality are two opposing concepts (no, you're not a unique snowflake AND as good as anyone else at everything), and in that we have to find some middle ground we call balance. But you're asking why talents can't be truly balanced if there's choice, so let's draw on a piece of paper a grid 3x3 and in each we'll put a unique number 1-through-9. I'll pick 4 of those numbers, 6, 7, 8, 9, add those up, that's 30, and then you being the same class pick your own 4 numbers from the same grid and you choose 1, 2, 3, 4, that's 10. Those numbers aren't equal, and almost all combinations will not be equal. Obviously a very simple if not flawed analogy, but balanced and fun vs. unique and meaningful isn't a problem to be solved by adding more calculators to the pile because it isn't just about spreadsheet math.

But this is all waaaaaaay too off-topic.