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Re: The nail in the head of Warhammer

Of course after the period of initial growth is over the effect you predict will start to kick in in full force, but by then PQs would have served Mythic very very well. My point is that although you're absolutely correct there really is no reason why Mythic would care about this problem at this stage even if they are aware of it.

That's why I said that the impact of the problem will come later.

One strength that permitted WoW's continued growth is the possibility to solo and so not depend on the players' activity. Warhammer's strength is in the variety of gameplay, but this remains a strength only when all options are viable and always accessible.

Where you are "wrong" is that EACH of those options is going to suffer from the way the system works. Every part. PQs, Scenarios and world PvP all depend on players' activity to be fun. Every time the fine balance of the parts is not preserved, the experience will be soured.

As I said there are *already* instances of PQs not being fun (both for overcrowding and depopulation). Same as with Scenarios not starting due to faction imbalances (queues longer than an hour). Same for world PvP regulated by the turn of the tide.

Right now ALL those problems are already present, but they are still bland. Over time they will become critical, and faster than you expect.

And why caring "at this stage"? Because at this stage is already too late. These are basic schemes on which the game was built. These are the foundations.

1- The house eventually falls if the foundations aren't solid.
2- It's not simple to go back and fix the foundations when the house is already built.

It's simply about having a long term vision.

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