Originally Posted by LuckyAC
If they just want the casual player to easily to be able to compare Blizzard's valuation of the item, they should just put the ilevel itself on the item.
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Have you every tried to explain the theory of item levels to your average wow player?
When Rebirth moved from a fully arbitrary pricing system to a ilvl/slotmod pricing system, I spent about a week learning about item pricing on blizzards end so I could provide a reliable dkp pricing from my end. That's okay- it was a self assigned task and pretty enjoyable.
But taking it out of the officer forums and presenting it to my guild... this was back in late December of 05 when item level formulas etc was just starting to filter through RnD crowd enough that the more hardcore actually knew what you were talking about when you said slot mod, and -frankly- it was like trying to explain the concept of the number 10 to a computer that only understands 1 and 0 independently. It took weeks for people to stop asking wha tI considered fairly basic questions and long after that- I still bet there are a few people who simply don't care about the math and are jsut happy to know that X costs 10 and Y costs 14 and someone balanced it fairly.
A lot of the things we take for granted as common knowledge, or even semi common knowledge, are pure mystery and more likely to confuse your average player than help.
Why is this item level 115 and worse than that item that's 110. Well because the 110 is a well itemized epic, and the 115 is a poorly itemized blue. Then you start to get into the concept that greens/blues/purps have different point allocations to work with, and it's all modified by what slot it is on your character page.... all of this is WAY beyond where most players *want* to look.
Hell, I asked a player once what their average dps was at their gearing level (trying to make a value judgment on the fly for their spec) and they replied with "I hit things for.... um... like 1000?".
In the end, the majority of people in guild are happy to be presented with a price and to know that there is some higher power out there (officers) making sure that that price is fair.... or to listen to the theorycrafters chat in vent/guild and gleen from the conversations- not how to value things independently, but what is "best" without the legwork.
There's simply too large of an information base atm for the game to consolidate it into an encyclopedia of knowledge. I'd count myself as pretty damn experienced about the theory of itemization, caster itemization in specific, *basic* caster theorycraft, priest healing/dps mechanics/theory/application regarding raiding/5mans/solo, raiding guild leadership, and getting a decent start on mage mechanics/theory/application.
I could spend hours teaching a brand new to the game priest things about their class they never knew they wanted or needed to know. Put me on a warlock and I can teach them basic caster/dot mechanics but very little about thier class specifically, and if you send a rogue to me about anything game related- I couldn't help them find their way out of a paper sack- but I could tell them where to start looking for info.
All of that though... and I still know more about warlock and rogue mechanics than your average WoW player will ever WANT to know for themselves.
That's part of the reason- imo- that they moved to a rating system. More is better right?!?! Easy enough for your stupid consumer to compare. 20 hit rating or 15 crit rating. 20 > 15 Eureka! It's not failsafe- but it takes some of the guess work of the balance of %s away when blizz can let the stupids know- 20 of this is probably equal to 20 of that, regardless of the % that they are.
It also gives them the chance to make flashier numbers. 14 crit rating sounds better than 1% crit. 20 int, 20 sta, 1% crit... or 20int, 20 sta, 14 crit rating? Bigger numbers are always better. Mudflation at it's finest- without the pesky increase in power!