Toughts on Mythic system #7337
Replies: 9 comments 28 replies
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You seem to labour under the misapprehension that the Mythic system is there for the sole purpose of giving players an additional piece of gear, when in fact what it tries to address is the issue that it is hard to strike balance when it comes to difficulty to reach the point content is accessible and enjoyable to (if not everyone) as many people as possible - and that has been a recurring complaint among players and clearly voiced in our past review. You seem to understand the importance of not gatekeeping players behind difficulty given your response, so I believe you will also be able to understand that every effort made towards allowing more players to actually play (and enjoy) the game is welcome. It's much preferrable to us that players actually get to enjoy the game and do content even if it a lower difficulty than quit out of frustration and burn out. So at this point, getting a single piece after running the same bosses every week for the Nth time is not very concerning and certainly won't impact the progression as much you believe. The gear reward, after having completed countless raids, is merely a bonus in this scenario. And IMHO it's very fair considering the effort/time investment raiding at top difficulty is going to be. Also, I have no idea where some of your numbers come from, e.g "22.5 handpicked extra items each lockout is too big of a reward", which I can say with certainty... has never and will never be the case. |
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Also some off-topic but:
It is not, you won't find that term being used anywhere in any of our medias (website, discord, etc.) |
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I like mythics because, imo there should be no scenario where I do a raid for 8months straight and count on one hand how many particular drops I have seen in that time. |
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Considering the impact of the mythic mode, I would strongly suggest a real survey pointing towards mythic raids.
These are all questions you need to ask your playerbase. And imo, if there is a fair amount of people against (parts of) the system, it should NOT be implemented. Please cater to people that actually like the game, not to people that don't. On a side note: Why was the system discontinued after Gruul/Mag? Ah yes, people hated it. |
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Balancing the game and implementing features around paepaegas that cant press 4 buttons in correct order and are not motivated to learn that is simply bonkers. You decided to cater around 2 week butterflies and fucked people that joined 2+ years hoping for a wotlk-style progression server. Instead of focusing on quality of releases that is the root cause of all complains, you went with implementing bread and circus. You have no principles and no dignity. |
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I am surprised that there was no poll about such a big change, would liked to see one there. Bench said above that many people told there concerns how they disliked the system but people that are happy with that are not such a loud voice in Discord etc. I liked the system and now I ll probably feel robbed for a real Illidan kill. And my biggest fear is that it ll be so waterdown to a point there I dont really feel like gaming anymore. Also I am not sure if guilds will bother with mystic, in t4 content only some did it. It was (like it seemed to me) gaining popularity during t5 after nerfs and better gear. Also the mythic points will bring more items into the raid even from bosses the raid couldnt even do. And like said above the current system (gruul/mag) for bt will give u tons of points. The extra Items will make the raids also even easier in the progress. |
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There seems to be some echo chamber regarding opposition to the Mythic System, in which the absolute worst-case scenario is being considered as the only one. Patience and trust are in order. The devs and project leads have shown themselves capable of running the server, and have access to more information than any one individual or guild has. If they believe that the addition of the mythic system is healthy for the server, then there is a good chance they are right. A lot of the fear surrounding the return of the system appears to be largely based on misinformation, no information or speculation as to how the system may work when in reality we do not know yet. Personally, the addition of the mythic system and bad luck protection are incredible ideas. Having run Hyjal weekly for three months now, I am still missing items, which is a result of Blizzard's original game design and doesn't feel great. The addition of bad luck protection in the form of mythic points is wonderful, as I have performed consistently and at a high level for weeks and shouldn't have to be shafted by RNG. The server hasn't been advertised as Blizzlike for a long time and the addition of an optional mode for those that enjoy the challenge without rewards is nonsensical. The purpose of the server is to script the content and fix bugs. If the dev team feels the addition of mythic is doable while maintaining their current ability to fix the content, then you simply have to trust them, or contribute and help code. tl;dr Mythic is not as world-ending as you paint it to be, there are major upsides which you are not considering and the system is likely to be a great addition to the content. |
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I like the mythic system and I hope it stays for WotLK aswell. There has already been written a lot about this topic by other commenters, but one thing wasn't touched on yet:
I don't think that's true. Players don't necessarily quit, when they have all the gear. They quit when they stop having fun. Having collected BiS gear already can lead to this sure. But I think on a server where most people seem to have armies of alts, I don't think that's a big of a problem. On the other hand if people raid the same content for months, for the last elusive items and they never drop, this can also ruin the fun. |
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I think what can be agreed is that RNG loot sucks. Even if you're not getting the same thing(s) repeatedly, that one item you need will not drop, or if it does, the competition is so stiff, you lose. If you spend literal tens/hundreds of hours in a raid, you should feel like it was time well spent and worthwhile. It's hard to feel that way towards gear when it can be hard to get, and also critical to obtain for say tanks, pure DPS, etc. Gearing appears to be really random and that makes us feel mostly powerless, which sucks. I think it's also agreed that action can be taken to combat the randomness of RNG. Chromie has already done that in a few different ways, including Mythic modes and more. Mythic mode has some limitations, obviously. What else can be done? There's not a singular answer, imo, but here's what I think will help. A reworking of the Titan Rune currency system from Wrath Classic combined with the current badge vendor path to result in select pieces of gear available for badges. Wrath's framework means everything can drop badges anyway, so we have currency available to use. I don't think this is the best place to fully flesh out the idea, but for example, using the current Mythic system in place, DST and other T4 items would be purchaseable with BoJ. The badge cost per item is heavily negotiable and can be reduced as the tiers progress, if necessary. As with Titan Runes, we could have a smattering of items from raid tiers purchaseable so we're not as subject to RNG. BUT, differently from Wrath Classic, we can ensure the items that need to be purchaseable actually are, for a reasonable amount of currency. This doesn't solve the "difficulty problem" but I believe that's a separate conversation. Loot and difficulty is connected, most definitely, but muddling the discussion is counterproductive. -Fuzzbutts |
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Feedback on the Mythic System
Hey there,
I have never really shared my opinions much on the matter because I didn't think this feature would see revival in any major capacity.
For the record, I'm a raider, both in guild raids and PUGs, from Kara to Hyjal and everything in between, multiple times a week. I mention this because my perspective is partly shaped by this experience.
First, I'm going to roughly describe the Mythic system with its pros and cons, and then explain each one of them in their own section.
Current Behavior of the Mythic System:
The Mythic system introduces a new difficulty mode with more challenging optional content and a reward structure behind it. Killing each boss on mythic difficulty rewards points, which you can use to exchange for items related to that content. Currently, there are only two raids using this system: Gruul's Lair (2 encounters) and Magtheridon's Lair (1 encounter).
Pros:
Cons:
I might seem overly negative, but let's explore each of these points.
Pros
Acts as a pity system or protection from "bad luck"
Fair RNG is, in fact, not fun for the average player. This is due to both a stronger bias towards negative emotions and the human inability to internalize statistics. While I believe (perhaps naively) that most people can understand the basics of statistics, I don't think they would describe the current RNG as "fun." This is what the system partially solves or rather tries to compensate for—the lack of biased RNG towards players. (FYI: I will most likely elaborate on this later.)
Cons
System was not made with Black Temple in mind
The system itself was not made for a 9-encounter instance, which makes this very unbalanced. In fact, assuming 25 players kill all 9 bosses, it would inflate the item count by 22.5 deterministic items each lockout. For comparison, current T4 has hypothetically 7.5 items of inflation, but a more accurate number would be 5, as Magtheridon tends to be skipped.
UPDATE: It has been clarified that the amount of items gained should be similar to T4 raids so whenever i reference this just work with values between 5 and 7.5 which is still a lot btw.
#7329 (comment)
Inauthentic to the original
This is a fun feature that was not in the original and is not authentic in either implementation or spirit. Currently, the server is advertised as a blizzlike (with some QoL) progression server, but what we get is a funserver with extra steps. With the amount of inflated experience, gold, and most importantly, items, the server shouldn't be considered as such anymore. While I cannot speak for all players, old and new, there is a sentiment that we signed up for a blizzlike progression server, and it’s being transformed into a funserver with handouts after considerable time already spent.
Deterministic way to obtain items
This is a very powerful feature of the system. It enables a player to choose a guaranteed item, no matter the rarity or power of the item—the cost is the same. Most people don't realize how powerful this feature is. In fact, I would say it's too powerful. This feature is exactly why the Mythic option should never be an option. It would make the mode mandatory. After all, 22.5 handpicked extra items each lockout is too big of a reward; in fact, even the 5 from Mythic Gruul's Lair is way too much of a reward. Virtually no one is running Normal Gruul unless they are forced to. On top of that, I doubt many players would feel happy picking a less optimal way to gear up or to hamstring their own guild's progression.
Difficulty
In every sense of the word "difficulty."
With higher difficulty comes a higher risk of failure and punishment (wasted time, consumes, etc.). So naturally, players will adapt and either get good or get removed. There is seemingly no issue at first; however, difficulty can also be translated as a "barrier to entry." Increased difficulty will always promote gatekeeping and segregate the player base. An already small pool of players will thin even more as raid leads will want to get the highest quality players and filter out bad players—or even worse, new players. If new players are gatekept away, they will never get an opportunity to learn (and they need to learn a lot, as increased difficulty will also increase the amount of things they need to learn) or get into current content raiding. On top of that, difficulty will be mandatory because the reward is simply too great.
Next is difficulty in terms of implementation. While the store and points are implemented, what I'm really concerned about is the raid itself. This feature would increase the workload for the devs considerably, and given their mishaps in recent brackets, I would rather they focus on one game difficulty and get it right than end up with two unfinished ones.
Player retention
Item inflation will speed up gear progression, and in this case, insanely so. This will decrease the lifespan of the bracket, and players will be "done with it" way sooner. Veterans might quit sooner or go on a break (or quit during a break), again decreasing the player pool even further, and this time skilled players. In turn, this will also create pressure to release the next bracket sooner, giving the devs less time for subsequent brackets, ZA, and SWP.
Conclusion
The Mythic system is a difficulty that has a massive impact on the game, especially if implemented in the latest raid tier. The combination of reward and difficulty will create a toxic feedback loop of getting rewarded for an inferior raiding experience that will demoralize the player base even more. It will create more work for devs and more possible points of failure for the bracket, with potentially huge costs in the future. But hey, on the flip side, everyone will have their own Skull of Gul'dan.
Suggestion
Just scrap it and focus on making the raid fun, as that is what matters anyway.
But on a serious note, if there is a consensus that the current RNG is an issue, then a compromise would be a system that actually addresses the issue at its core—and that’s RNG biases in favor of players. For example, keep track of loot for each character for like 6 months, and based on that data, you can aggregate it across the raid group and influence drop rates on each successful encounter. Obviously, this would also have some unwanted effects or trade-offs, but I think it’s way better than the "mythic mode" for solving the RNG issue. And most importantly, keep it secret, or at least do not advertise or mention the feature. Let the players believe and be happy for their own incredible "luck." Btw, this method of RNG rigging is pretty common across many games.
My Own Thoughts on the Matter
While I focused on the negatives a lot and painted them in very bleak colors, it's not without merit I have been on the internet way too much and played WoW also way too much so I can tell a fuck up when i see one. Maybe those effects will not manifest to the extent I envisioned them, but they are still there. The feature itself shows quite clearly its scope of impact and its direction the only unknown is its magnitude. I could have also mentioned issues with how players perceive the value of items, especially in WoW, or gone in-depth on the difficulty of tuning raid encounters, but it was getting too long, and I wanted to focus on points that are more important and have the ability to compound on each other.
When the announcement dropped, I didn't even know about it until someone from my guild mentioned it. And when I read it, I felt disappointed—not from the feature itself, but because it was announced so nonchalantly as if it were just some bonus thing. But any person who knows a thing or two about WoW would immediately see the implications and impact. So, either the devs were clueless about the problems that the current system creates, or they simply don't give a fuck.
opinions, thoughts, insults leave below tyvm
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