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Re: Wrecking guilds
"The developers could instantly solve these silly issues by getting rid of all random drops and replacing it with a more sensible system that rewards all of the raid participants instead of a lucky few."
Perfect fix that I have called for years. Its the time vs reward. The time invested mistake is made everyday by the catasses. For example...
Hardcore Joe wants an uber drop. He will work towards it at 6 hours a day raiding for it. So after five days he gets it at 30 hours invested.
Casual Bob wants an uber drop, but can only play for 2 hours every other day. So it will take him 100's of hours to achieve that goal.
The catasses don't see this. They see the 2 hour increment at which he plays compared to their 6 hour campfests. Those 6 hour campfests allow them to achieve the reward in a much faster total commitement. The casual gamers work much harder to get their reward because developers suck at reward vs time spent. To many developers stress spending MORE time in a single sitting than rewarding a set time investment.
WoW suceeded so well with leveling and rewarding TIME SPENT OVERALL ... not in one sitting. Even the 5 man end game instances were GREAT for time vs reward (even if you had to repeat them several times... they were not catass time investments).
WoW would of been golden had they done one thing. Removed 40 man instances... take all that development time and assets and put them into creating MULTIPLE 5-15 man instances.
Blizzard fails.