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Old 05/13/08, 7:28 PM   #41 (permalink)
Incoherence
Don Flamenco
 
Undead Priest
 
Mal'Ganis
Originally Posted by Macblade View Post
That's a fair point that it's a difficult position to argue against. However, it is still the case that the counter argument to "BT wouldn't be worth the effort given the Badges/hr" is simply, okay so instead of BT bosses dropping 6 tokens they drop 10 or 15 and instead of a BT level item being worth 50 tokens it's now worth 100 or 150. So basically you haven't said anything about the plusses or minuses of the system per se, except that the numbers would need fine tuning. Though I'm inclined to agree with Garak and say that they should probably be multiplicative between levels, though I would guess that probably doubling or tripling would be enough to make moving up worth while, while not ruining efforts to gear up chars behind in progression.
I happen to disagree. Maybe you're lucky enough to be in a guild where everyone there is motivated by content, but my experience tells me that if it would take you 2 1/2 hours to clear Karazhan, and 5 hours to clear BT for twice the badges, or even three times, people would rather run Karazhan and not even bother with learning BT and praying for That Guy not to get Shadow of Death and so forth. The difference now is that you can get items from BT that you can't get from Karazhan.

If you want to guarenttee that people kill the last boss or what not, then you could simply use attunment quest chains.
I thought we learned that attunement chains just led to people complaining about Kael, and caused issues with backflagging alts/new players.

The question is: what's the goal? I'll propose the following:
1. Create a correlation between the level of content you've cleared and your gear. Not a strong correlation necessarily, since badge loot in general implies that you want a way to blunt the gear differential that large upgrades between tiers and to some extent the RNG create, but a correlation. This allows higher raid tiers to have higher DPS/healing/tanking requirements rather than just more elaborate gimmicks.

2. Reward people for trying new content. If the new content weren't rewarding to someone, the only people who would run it are the explorer archetypes who want the thrill of new content, and to be perfectly fair to a lot of the posters around here I don't think that those types are a large fraction of raiders. So you need some reason to learn TN+1 rather than farm TN some more.

3. Make a given raid instance last enough time before you're "finished" with it that you keep playing until the next big thing comes out. In an ideal world where puppies ride unicorns in a field of rainbows, this wouldn't be necessary because there'd always be more content, but that's not the world we live in (I'm not saying Blizzard can't churn out content faster than they do now, but there's a point of diminishing returns at some point).

My argument is that your idea, as stated in the original post, fails goal #2 unless you add some other element to it: boss-specific tokens or boss-specific items, or instance-specific tokens, or a reputation requirement (which would in effect mean that the reputation is the important "loot" from the boss). So unless you're very careful with tuning the reward curve, and this is where the hand-waving comes in so I'm not sure exactly how you plan on tuning this and you seem intent on making me argue this point without it, people don't bother running the new content and the work you put into it is less effective.

Current-day example: All heroics other than Magisters' Terrace give the same caliber of rewards. All heroics are not equally popular: in particular, people tend to go for the easier ones (Slave Pens, Mechanar, and for an overgeared group Black Morass), unless the reward is higher (the 2 badges and bonus reputation from the heroic daily quest, or the various heroic-only quests).
 
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