Originally Posted by Hildegard
I know the readers here tend to belong to the players that dedicate a lot of time and effort into the game, which is a thing I support. But WoW is a mass market product and it lacks of content for people, that can actually play, but don't want to invest a lot of time.
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Hang on a second. that's not really true.
Certainly the amount of content available to a non-raider is smaller, but it's really not that much smaller. If they made Gruul/Mag/Tk/SSC/Hyjal/BT accessible to you you're only talking about 6 additional instances, which in the grand scheme of things is a pretty small portion of the games content.
Originally Posted by Hildegard
What I would like is to reduced time efforts. I stopped raiding pre TBC before Huhuran, because I just wouldn't farm lvl50 instances for nature resistance. I like PVE, but I like less time consuming and especially less repetition. I am bored doing the same instance for more than five times and I seriously hate any instance I have done more than ten times.
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To some extent then I think you're playing the wrong type of game, the money in an mmo comes from people reliving content repeatedly.
Originally Posted by Hildegard
Perfect world for players like me would be if every boss dropped their items for everyone, if there was no such things as reputation, if the requirement for riding 300 was more like the Shartuul event and honor gear purchaseable by arena points, if there was less trash und no respawn.
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Well, think about it from Blizzard's perspective, how many months till you (or at least most people) aren't playing anymore because they've done/seen everything (and hate repeating the content as you've said.)
I think a key part of a successful mmo is what I'd call aspirational content. This is the stuff more casual players don't experience (at least not the way it was originally intended) but are aware of and encounter second hand variations of. I believe it's a key part of what keeps people attracted to the world, they may think they hate it, but it helps blizzard keep them playing, which is of course the goal.
Originally Posted by Hildegard
I support status symbol and advantages for the more dedicated players, but I would like to do the boss encounters, but only once or twice. If I do them months after the real raiders - I don't care.
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This is one place where I think Blizzard could've done better. There's no reason for level 60 attunements to apply to level 70 players. Letting new people get to go see some of this stuff (even in a watered down way at 70.)

Originally Posted by Hildegard
Right now the game supports time sinks in every way. I can see the point in limiting progress, but lots of people quit the game because it is either too time consuming or too boring or too frustrating (like doing arenas without a lot arena gear).
Because of that instances could be changed in a way, that right now you get a quest reward for killing a boss from Gruul to Kael'Thas, that are old and of no more interest for progress oriented raiders, and get the items, that are interesting for you by killing the boss once. The bosses in the T6 und Sunwell should still drop normally it would just help that people didn't have to go back to Gruul for a trinket or still farming T5 content before being able to progress.
This group loves raiding, it's willing to pay 11€ per month, but it also likes RL relationships, spending time somewhere else and being more spontaneous about their free time. This group is big, but their needs aren't adressed by the current instancing ideas.
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The real question is, if you were able to get all the gear you wanted for your character, see all the content in the game, and basically be done with it, would you keep paying for it? Because even if you say you would, by and large I believe this group of players wouldn't (you can see in microcosmic scales evidence of this, such as the old grand marshal grind at 60, once people got it, their pvp time dropped dramatically, and many retired once getting their finished gearset, those with the aspirational goal, even with it unreachable had a much higher retainment rate.)
There's a reason these games make it statistically unlikely even after 6 months of farming to literally have no upgrades left (the random number generator is a big part of this), I think one of the real reasons Blizzard has been willing to raise the token drop rate is that they've realized that set pieces don't work as aspirational loot for people already farming an instance (and thus there's less of a reason to throttle the rate at which it drops.) People with nothing to work for are difficult to retain, creating good content is expensive and time consuming, thus the cost effective solution they use is to simply throttle the rate of rewards to leave the vast majority of players wanting at least a handful of items, never letting them feel truly finished. The model of a successful mmorpg is one of the constantly dangling carrot.