Blue Posts: (More) LFR loot rules clarification, item squish, DotA-style BG, spoilers

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Blue posts
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one of the other big questions is since this is a random item...how is it handling duplicate items..
Boss drops Tier chest token..Bob wins it, next week boss drops same token and bob wins again...is it possible for him to get the chest token again, even though he is wearing the one from last week.
Same idea but with weapons... say souldrinker, Bob wins it this week, is it possible for the loot system to give it to him again next week if he wins his roll?
one of the other big questions is since this is a random item...how is it handling duplicate items..
Boss drops Tier chest token..Bob wins it, next week boss drops same token and bob wins again...is it possible for him to get the chest token again, even though he is wearing the one from last week.
Same idea but with weapons... say souldrinker, Bob wins it this week, is it possible for the loot system to give it to him again next week if he wins his roll?
The new system won't have a record of your loot history or check your inventory. In your example, Bob might win the same item off of the boss every week (assuming he's running as the same spec each time).
The only thing the system looks at is 1) if you are eligible for loot (have you killed this guy already this week?), and 2) what your current spec is.
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so how does someone save up on gear to change spec?
I mean if an arms warrior wanted to respec prot, how can he get a decent shield before respecting? I mean if all shields are tank items and since he's not tank specced, does he have to respect to tank and then get run through an instance and contribute next to nothing as a prot warrior due to not being able to use alot of key abilities and doing less damage than with his arms spec?
Before this I would try and keep an eye out for good items for my off-spec assuming no one else needed the item in the group. When you do the same instance several times you're bound to get a tank that already has that item and so on
so how does someone save up on gear to change spec?
I mean if an arms warrior wanted to respec prot, how can he get a decent shield before respecting? I mean if all shields are tank items and since he's not tank specced, does he have to respect to tank and then get run through an instance and contribute next to nothing as a prot warrior due to not being able to use alot of key abilities and doing less damage than with his arms spec?
Before this I would try and keep an eye out for good items for my off-spec assuming no one else needed the item in the group. When you do the same instance several times you're bound to get a tank that already has that item and so on
Ideally, you would gear up through dungeons or other sources of loot and enter as main spec. One of the sources of current loot frustration is when a player who isn't in a role earns gear for that role. We also don't want to give DPS players a bunch of tanking items that they don't want. In Mists, the one way you can communicate to the game what gear you want is through the role you're filling in the raid.
We're confident there are enough alternate means to obtain viable loot for your off spec in Mists that you'll be adequately equipped to perform in that role when you want to.
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So you can win the same item over and over? Doesn't this seem like a waste of loot?
So you can win the same item over and over? Doesn't this seem like a waste of loot?
Loot gets wasted today if someone needs it who already has it (probably because they need everything), or if the game just keeps dropping the same stuff over and over. Some amount of loot wastage is okay -- we don't actually want loot accrual to be too efficient or players finish the content too quickly. On the other hand, we don't want it to be so frustrating that players give up. Slot machines need to pay off once in awhile, but not every time. :)
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There seems to be a fair amount of confusion about this system, so let me clarify some of what I'm seeing. Before jumping into it, just know we have plans to do a developer blog on Mists of Pandaria looting soon. We'd like to cover some of the larger questions/concerns in a more visible way, rather than further burying them in responses here.
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Will the items that we win be trade-able?
Will the items that we win be trade-able?
You can't trade loot if the game assigns it to you in LFR. That would defeat the whole purpose. Imagine it works like completing a quest – here is your personal, soulbound reward. If you enter with a full pre-made group, then you can use Master Looter or the loot system of your choice (just like today) and can trade items as normal.
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You have a personal slot machine to play, and so do each of the other 24 raid members, and no ones personal slot machine affects the outcome of anyone ELSE'S slot machine.
You have a personal slot machine to play, and so do each of the other 24 raid members, and no ones personal slot machine affects the outcome of anyone ELSE'S slot machine.
This is correct. The only reason I offered that the game might decide how many players get loot in advance, is we thought it might be weird if sometimes 25 players or 0 players got loot -- that might feel broken to participants. However, for the sake of argument, just assume that other players won't affect your loot. That is the whole point. It won't matter whether you killed the boss with 1 player or 25 players, and it won't matter what the spec or class is of those players. The loot is per person and not per raid.
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If you are in a 25-player group, can people "pass" and increase the chance that other players will win, by reducing the number of people rolling in the group?
If you are in a 25-player group, can people "pass" and increase the chance that other players will win, by reducing the number of people rolling in the group?
No. There is no concept of rolling in today's sense (again, only when using this particular LFR looting system). A boss dies and the game says "You won this," and gives the item to you... hopefully with a little more ceremony than that. :)
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What's going to happen with bows?
What's going to happen with bows?
In Mists of Pandaria, bows, crossbows and guns would be considered hunter-appropriate weapons. In LFR, a rogue or warrior would never be offered a bow as a loot reward. Rogues and warriors will still be able to equip ranged weapons, but they would be very sub-optimal for doing so (sort of the equivalent of a warrior wearing cloth). We left the ability to equip weapons for role-playing reasons and because some existing rogues and warriors have epic or legendary ranged weapons, and it would be mean if they could no longer equip them at all.
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Everyone rolls - after everyone rolls, the top rollers will be eligible for loot - the boss then releases its random loot and whoever the top rollers are (who are able to use the items) wins the item
Everyone rolls - after everyone rolls, the top rollers will be eligible for loot - the boss then releases its random loot and whoever the top rollers are (who are able to use the items) wins the item
The new system is more different than that. Players aren't asked to roll. The game just "makes the roll" behind the scenes. The game then picks appropriate loot for each of the winners. This is an important distinction because you aren't competing with other players for specific items – all of the Arms and Fury warriors could win the two-handed Strength sword, or two could win the sword and the third could win a plate Strength helm, if that were also on the boss loot table.
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Can't you guys just make the obvious: Make all the drop items unique?
Can't you guys just make the obvious: Make all the drop items unique?
Sure, we could do that, but it seems like all you are really asking for is for the loot system to be more efficient so that you have to run the raid fewer times to get the items you want (since you won't "waste" a roll on a duplicate item). If we need for raiding to be more loot-efficient, there are many ways to do that, but we don't want players to gear up too quickly or they run out of things to do. (We also don't want them to gear up so slowly that they could lose interest.) Also consider that some players may want more than one copy of the same item for different spec or gemming purposes.
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This still doesn't really address the problem of people rolling when they really don't need anything. What if those top 4 or 5 rollers all don't need anything off the boss and just receive gold? Completely unfair to the other 20 people who could have made use of the boss drops.
This still doesn't really address the problem of people rolling when they really don't need anything. What if those top 4 or 5 rollers all don't need anything off the boss and just receive gold? Completely unfair to the other 20 people who could have made use of the boss drops.
There is no roll like you are describing. A boss dies, and some players in the game will receive loot. They don't have an option to pass or to get gold instead. But that's okay, because what they do won't affect what happens to you. Imagine everyone entering the raid gets a lottery scratch off card for each boss, and after a boss dies, everyone scratches off a card. Some players win. Some don't. The game then pushes loot to the winners. Then you kill the next boss and scratch off another card.
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This just seems like a waste of time and energy. There has to be a better way of making it fair.
I don't have a problem with someone winning a role if they can use the item even if it is offspec. I just don't like people being inconsiderate and rolling need when they don't need it or already have it.
This just seems like a waste of time and energy. There has to be a better way of making it fair.
I don't have a problem with someone winning a role if they can use the item even if it is offspec. I just don't like people being inconsiderate and rolling need when they don't need it or already have it.
We don't think it's reasonable to expect a group of strangers who may never play together again to be considerate, especially at the pace at which most Raid Finder groups progress. Often, there is barely time to hit Need or Pass, let alone have a discussion about who gets what loot. The goal of the system isn't really to be "more fair," but to make a more streamlined system to match the fast pace of Raid Finder, and to cut down on the number of arguments over loot, because the game will now be making all the decisions about who gets which item instead of the players. Life may still feel unfair sometimes, in that a player who contributed less than you wins a good item, or the player running the raid for the first time gets an item that you spent weeks to get, or someone may have six trinkets to your one. We still want random loot to be random, though the bonus roll system will help a little with being terminally unlucky.
If you have additional questions or concerns we haven't already addressed here, feel free to bring them up in this thread. We'll take your posts into consideration when crafting the developer blog.
Cory Stockton addressed this during the press event. We stated at BlizzCon we had three map ideas we were considering, but the plan was always to choose two for the initial launch of the expansion. The DotA-style map was the one we decided not to run with for launch. It's still a Battleground gameplay style we'd like to do during the Mists of Pandaria life cycle.
We haven't announced beta for Mists of Pandaria as of yet. We'll do our best to keep everyone informed however.
We run into a couple problems with the idea of keeping this a secret. As you mentioned, everyone knew who the end bosses were for the previous expansions. This set an expectation for each one. You could argue that this had to be done since the storyline was largely based on getting to that end boss and killing them.
But, either we don't say anything now and expectations go a different direction than we intend, or we tell people and "spoil" it. There's not going to be that same direct path to an end boss (at least initially) to get people prepared the same way as you were for Arthas or Illidan, or Deathwing. That said though, I don't think that, in the end, we're spoiling anything.
The news is out there now and we can focus first and foremost on getting to Pandaria and exploring it (while killing new and exotic creatures) and secondly, we can get right to the real enemy (war itself) after we've run amok there and caused all kinds of havoc with what should have remained a relatively tranquil place in the world.
But, either we don't say anything now and expectations go a different direction than we intend, or we tell people and "spoil" it. There's not going to be that same direct path to an end boss (at least initially) to get people prepared the same way as you were for Arthas or Illidan, or Deathwing. That said though, I don't think that, in the end, we're spoiling anything.
The news is out there now and we can focus first and foremost on getting to Pandaria and exploring it (while killing new and exotic creatures) and secondly, we can get right to the real enemy (war itself) after we've run amok there and caused all kinds of havoc with what should have remained a relatively tranquil place in the world.
I'm going to attempt to nip "complaints" in the bud a bit. First I'll link you to WoW Insider's write up about what they saw so that it's not just my word about how great this model looks- Go here to read.
Next, I'm going to simply say that what you are seeing is a small sample of what this character looks like. You have a choice of the red version (with long tail) or the more traditional pandaren style with the stub tail. She has many amazing new hairstyles you will get to see as well as many choices for her face and features. On top of this, this model looks amazing in motion.
I don't want to squash any discussions, because I think constructive feedback is always valuable, but we're pretty happy with how she came out and from what I've seen so far, a large portion of the community is as well. When you all get to see her within the game, we can talk some more if you still have some concerns. Again, I'm not trying to be dismissive, but seeing the character in motion with all of her options may well change this whole conversation you're trying to start up.
Next, I'm going to simply say that what you are seeing is a small sample of what this character looks like. You have a choice of the red version (with long tail) or the more traditional pandaren style with the stub tail. She has many amazing new hairstyles you will get to see as well as many choices for her face and features. On top of this, this model looks amazing in motion.
I don't want to squash any discussions, because I think constructive feedback is always valuable, but we're pretty happy with how she came out and from what I've seen so far, a large portion of the community is as well. When you all get to see her within the game, we can talk some more if you still have some concerns. Again, I'm not trying to be dismissive, but seeing the character in motion with all of her options may well change this whole conversation you're trying to start up.
First, we will have to see how things go. If things need a look at (squish wise) we'll look at them, as always. It's too soon to know how this will play out, but I think Ghostcrawler has explained a bit about the thoughts on this in a previous blog post.
WoW Insider also does a good job of explaining a bit more about this topic that perhaps make this not the issue it was before.
We'll be keeping an eye on things however.
Second, we are working to update character models, but this isn't an easy undertaking. As you may have seen already, there has been a lot of work done to get Mists of Pandaria this far (from BlizzCon) and I'd hope that everyone can see that the developers have been very hard at work getting us here. Character models aren't something you can do overnight and make them stack up to the expectations of what that means. We want to make sure (like everything we do) that we do our best to get it right.
There's a lot of information out in the wild right now that we are working to gather for you all, and understanding the concerns or questions people have after seeing all of that will help us to provide more insights or answers where needed.
WoW Insider also does a good job of explaining a bit more about this topic that perhaps make this not the issue it was before.
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Rather than compressing item levels and retuning seven years' worth of content, the developers appear to have opted to go with the concept of Mega Damage, replacing a bunch of spare 0s with a K or an M where appropriate. When killing mobs in Pandaria, my four-digit damage was not compressed. If I hit something for 3,000 damage, it displayed as 3,000 damage. However, five-digit numbers and higher were compressed. 30,000 became 30K. It's a very simple solution and should have very little impact on your gameplay overall.
Rather than compressing item levels and retuning seven years' worth of content, the developers appear to have opted to go with the concept of Mega Damage, replacing a bunch of spare 0s with a K or an M where appropriate. When killing mobs in Pandaria, my four-digit damage was not compressed. If I hit something for 3,000 damage, it displayed as 3,000 damage. However, five-digit numbers and higher were compressed. 30,000 became 30K. It's a very simple solution and should have very little impact on your gameplay overall.
We'll be keeping an eye on things however.
Second, we are working to update character models, but this isn't an easy undertaking. As you may have seen already, there has been a lot of work done to get Mists of Pandaria this far (from BlizzCon) and I'd hope that everyone can see that the developers have been very hard at work getting us here. Character models aren't something you can do overnight and make them stack up to the expectations of what that means. We want to make sure (like everything we do) that we do our best to get it right.
There's a lot of information out in the wild right now that we are working to gather for you all, and understanding the concerns or questions people have after seeing all of that will help us to provide more insights or answers where needed.
WoW news from other sites
- MMO-Champion Mists of Pandaria Press Tour
- Wowhead News Mists of Pandaria 2012 Press Event: Full Monk Talents Revealed and More!
- Mists of Pandaria: Ray Cobo interview
- Mists of Pandaria: Press tour interviews from around the web
- Mists of Pandaria: Dave "Fargo" Kosak interview
- Mists of Pandaria: Raid Finder loot system changes clarified
- Mists of Pandaria screenshot of the day
- WoW Insider's Mists of Pandaria coverage
- Hunters to get Stampede in Mists of Pandaria
- Mists of Pandaria: Achievements preview
- Mists of Pandaria: Chris Metzen interview
- Mists of Pandaria: Yes, you get another character slot
- Mists of Pandaria: Siege of Orgrimmar
- Mists of Pandaria: Cool class stuff we found
- Mists of Pandaria: Pet Battles
- Mists of Pandaria: Dungeons and challenge mode
- Mists of Pandaria: Battlegrounds preview
- Mists of Pandaria: Zones and questing
- Mists of Pandaria: UI Updates
- Mists of Pandaria FAQ
- Mists of Pandaria: Female pandaren
- The WoW Insider Show LIVE!
- Mass Effect 3 on sale for $40 at Microsoft Store Online
- Portal Gun arrives at Think Geek, goes on sale mid May
- Torchlight team remains strong in face of Diablo 3
Filed under: Today in WoW






Reader Comments (Page 1 of 5)
Teresa Mar 19th 2012 11:06PM
You heard it here folks. Wasted loot is OK with Blizz. They want you to pay for another month because you lost out on that bow or sword AGAIN that went to some moron that left before distribution and is now sitting in a hollow chunk of Deathwing, lost forever.
Avan Mar 19th 2012 11:18PM
Wrong. The new system won't have anyone dropping group before loot is distributed, unless the drop during the fight itself. Thus, there won't be any loot wasted that way. Unless, I suppose, their bags are full. But the game could just put it in the mail for them, then.
Adam Holisky Mar 19th 2012 11:21PM
What I don't like about this comment is that it takes a statement in its on way ("Some amount of loot wastage is okay...") and mangles it (now it's "wasted loot is okay", the keyword "some" is pretty important imo), and then this comment automatically infers there's a sinister motive behind Blizzard's intentions.
When in reality, that's not the case.
omedon666 Mar 19th 2012 11:40PM
Comment system strikes again... see my wall of text below. *sigh*
Saeadame Mar 19th 2012 11:51PM
...what's wrong with a little wasted loot? RNG has always been an aspect of raiding, and RNG naturally leads to wasted loot. This is a different system, but has similar results. The only difference is, you won't get Holy Paladin drops when you have no Holy Paladins (which I, personally, find eternally frustrating...)
JattTheRogue Mar 20th 2012 12:45AM
"What I don't like about this comment is that it takes a statement in its on way ("Some amount of loot wastage is okay...") and mangles it (now it's "wasted loot is okay", the keyword "some" is pretty important imo), and then this comment automatically infers there's a sinister motive behind Blizzard's intentions.
When in reality, that's not the case."
While I won't say that the motive is necessarily SINISTER, I would say there is decidedly an ulterior motive behind wasted loot ... they say so right in the blue post. "We don't actually want loot accrual to be too efficient or players finish the content too quickly." That is completely Blizzard making you spend more time (i.e. - more money on subscriptions) to do the same content. The MMO design philosophy is not that you beat the game when you beat the final boss of the expansion, it's that you beat the game when you have all the gear you can get. But that sort of flies in the face of the stated purpose of LFR: for more people to see the content. It seems like they have two different motivations behind LFR: one, get people in to see all the content, but two, don't let them "finish" said content by getting completely LFR-geared too quickly. So from my perspective, their goal wasn't to let raids be more accessible so that people can see the content, it was to let raids be more accessible so more people jump on the loot carousel of running the raid every week hoping for that one drop.
While I know they care about the game, Blizzard's first goal is to make money. "If we need for raiding to be more loot-efficient, there are many ways to do that, but we don't want players to gear up too quickly or they run out of things to do [i.e. - unsubscribe from boredom (my addition)]. (We also don't want them to gear up so slowly that they could lose interest.)" So their entire loot philosophy is make players gear up at the perfect speed between getting all the gear they want and getting frustrated from not getting any. They want players to spend the maximum amount of time possible in each raid: that's an ulterior motive if I've ever heard one.
Twill Mar 20th 2012 2:31AM
While I'm an exception to the norm, On my DK I've run LFR twelve times. I've NEVER won an upgrade.
THAT SUCKS. I've given up. This seems to be just as bad. Why can't we do an entire raid, get a token, and buy 1 of any item in the raid with that token. At this rate you get an upgrade every week, and it takes 15-16 (depending on offhand or not) weeks to fully deck out your character. Fifteen weeks is about three months. Three months into a tier, and people will get tired of it no matter how much loot they have. Any issues you have (like everyone getting the BiS weapon immediately) can be remedied with requiring at least 5 run-throughs to get that item.
I also want to state that I'm pushing this on purely the LFR. You know, the difficulty level that consistently can finish the raid, even on the first week of release.
My main point: RNG is and never will be "fun." The less of it, the better.
Pyromelter Mar 20th 2012 2:33AM
So, while I might not agree with Teresa specifically, it feels like the current version of the new LFR loot system is insanely convoluted, and will be prone to massively bad luck, as well as luck that's like... well I just got my 4th tier chest in a row. Yay now I get to vendor it for 5 gold, meanwhile all the priests are /sadfacing in the corner as they've gone 8 weeks without any tier chest.
I don't know how the loot system can be improved, but there has GOT to be a better way to go about it than the current Mists implementation.
Boobah Mar 20th 2012 2:55AM
'Ulterior motive' implies that Blizzard is hiding the motive; they are not. They may not be exactly trumpeting it from the rooftops, but hiding it? No. They've made no bones about the fact that they expect raids to last more than one kill of the end boss, and that they expect people will aim for their best-in-slot sets.
Do they intentionally slow players down to keep them running the content longer? Heck yeah, and they've mentioned that a time or three, too; this particular need was on open display back in Wrath, both when discussing how expensive the ICC emblem gear was to buy and a year later when talking about the weekly VP caps (and particularly how those caps allowed them to both slow players down and give them more options to keep up with the fastest allowed pace.)
icepyro Mar 20th 2012 3:53AM
"They want players to spend the maximum amount of time possible in each raid: that's an ulterior motive if I've ever heard one."
Let me switch two words that are basically equivalent in this scenario and let's see if you still think of it as an ulterior motive.
"They want players to spend the maximum amount of time possible in [the game]: that's an ulterior motive if I've ever heard one."
In case you still don't get my point, I'm asking that if Blizz makes a game, getting you to play it is an ulterior motive? Those sneaky bastards!
And yes, if your idea of enjoyable gameplay is to raid, then making you enjoy the raid is equivalent to making you enjoy the game. Just sayin'
Lipstick Mar 20th 2012 4:16AM
People raid for several reasons in no particular order:
1) Loot
2) To progress -- This can mean Finish LFR, Finish the raid on normal, finish the end boss on heroic. Progression is different for everyone whom currently raids and is mostly self-defined but it is a goal for many.
3) The experience/cut-scenes/the RP/seeing the content / killing the last -big-bad
4) To have fun, with their guild, friends, or their own personal enjoyment
Of these things -- 2 things are likely to keep a player returning to content more than a few play throughs.
1) Loot is one of the few things which will bring a player back week after week.
2) Progression -- killing 1 new boss this week you didn't kill last week. If you're not in a guild which has interest in hardmodes, or in a guild which can plow through normals at a relatively fast pace this can take you anywhere from 1 week to 8, to 12.. it really varies, but can have a short shelf life.
The experience and "fun" tend to be lessened upon repeated play-throughs -- getting stalled too long on either loot, or progression.
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Now Blizzard is not a B2P game (Buy 2 Play) where it's content seldom if ever gets renewed. Neither is it a free to play game (in the traditional sense, as many would argue free to level 20 barely scratches the surface). It is a month-to-month game. It stands to reason, that they make money as a company when their subscribers play ever single month.
Now LFR isn't like a traditional raid in that progression in LFR is a non-issue. With few exceptions just about every group that goes in there, will down every boss if not on the first try than on the second. It's something you knock out in a weekend, or an hour or two. It will get you the experience of the cut-scenes if that's all you're really after if that's the only experience you were looking for and it's even something you -could- do with friends from other realms. But -- and here's the sticking point for me -- these things don't seem to have the repeated play value that traditional raids offer.
The one and only reason why I think people continue to do LFR past the first few times is Gear. You're primarily raiding with strangers -- most of which are rude jerks -- whom if they speak at all -- tend to not be very nice or interesting. {Typical LFD/LFR chatter}.
LFR from my eyes then was always about the loot, since they have made progression a non issue making loot the reason people continue to run it. Since they created loot to a) open raiding up to more people and b) give some people an end-game which before really had none, or if not none than very few options. Then I really don't see why you are looking for "ulterior motives" for blizzard to keep people on the hamster wheel.
Shocking, news at a 11 -- a gaming company which earns it's money monthly, wants to keep people playing monthly ...
I dunno, just my two cents really.
I don't personally enjoy LFR. I don't find it challenging. I find the people I deal with - jerks -- and the pace of it unnecessarily fast. The only reason I go into LFR is to give myself a better chance at my 4pc to better assist my main raid group -- to kill time when bored -- or to try out a spec I am maybe not as great at, in a slightly less threatening environment.
It doesn't have a lot of repeated replay value for me. But then again, I don't think that it is suppose to for me. I think since I raid with my guild in normal and heroic versions of the fight .. running LFR every single week should lose it's appeal after a time to avoid burn out.
I think that if they use Loot as an incentive to keep people coming back I think it prolongs the shelf life of those whom don't raid in normal or HM guilds. It allows the content to stay fresher for them, longer -- while still giving them access to players who otherwise wouldn't run the content any more. (This is why Heroics started dropping badge gear in the first place .. to ease transitions into traditional raids and to get raiders to stop, stop running heroics. If you keep raiders running heroics -- you make getting groups for new level 80's or in our case 85's easier, and help boost maybe under-geared or newer players through a place like LFR until they can compete).
Teresa Mar 20th 2012 4:38AM
@ icepyro
I explained in another post thats floating somewhere in this weird ass comment system exactly why it is an "ulterior motive"
I paid for 3 months subscription for the sole purpose of gearing my alts in raid finder gear, specifically, getting them 4 piece tier and the weapons. If I was forced to play LFR for the story only, like some people want me to do, I wouldn't have paid for the extra subscription time and cancel my acount a long time ago. Loosing out on gear to stupid rolls (like not giving a bonus roll to people that had all the trinkets for example) extended the time required for me to play. There's your ulterior motive.
jacksworth Mar 20th 2012 7:26AM
if you got everything you wanted first kill, what would be the point.
instant gratification is not a good thing
Armill3 Mar 20th 2012 7:55AM
Why on earth would someone sub for three months to gear up all his alts in LFR gear, and scoff at just running it once for the lore, and THEN try to lord that over Blizzard's head?!
From the sound of it, Blizzard is in zero danger of losing you. If you're subbing for three months purely to grind gear you'll patently not need at the launch of MoP, they still have you hook line and sinker.
Unless you're really a raider. In which case, you're being disingenuous AND whingy.
JattTheRogue Mar 20th 2012 1:34PM
I don't know why I got downvoted so much, especially when it seems like all the later comments were agreeing with me. Notice I didn't say that any of that was a bad thing, just that Blizzard's #1 goal was making money. That is undeniably true. They are a business, and if they aren't making a profit, they wouldn't be making the game. A lot of people jumped onto my use of the word "ulterior;" OK, maybe it's not the best word for the situation, but I think it still applies. When blues discuss Blizzard's motivations, they don't say, "Yeah, we want people to keep paying us money," they say stuff like, "Yeah, we want more people to experience the content." All I was saying was that boils down to the exact same thing and that, while the original poster's comment maybe lacked in tact and wasn't phrased in the best way, it's essentially true: The only reason you don't get gear every time is so that you keep coming back to the raid, and therefore stay subscribed. I don't know why it's such an anathema to people to think about Blizzard being a company, a business. They exist to make money, not to provide you the best game they can. Providing you the best game they can is the WAY they reach their goal, not their goal. As I said in my first comment, I know that many of the employees truly care about the game and the community, but overall as a company, profit has to be at the forefront. It's simply business.
PJ Mar 19th 2012 11:07PM
I want to fly in all zones! Fix that Blizzard!
Thebaron Mar 19th 2012 11:36PM
Congratulations! Your plea has been heard! You will indeed be able to fly through the heavens in all the lands of Pandaria, at level 90. Enjoy the world beneath your feet before you seek to fly above it.
nutman Mar 20th 2012 1:16AM
I think he is referring to some zones that were never revamped for flying mounts like the Blood Elf and Draenei capitals. The odds of those having any sort of work done on them (and the amount for flying mounts would be significant) is very low. I don't think we will see anything like that until the next expansion a couple years from now.
Noyou Mar 20th 2012 1:24AM
Actually after reading all the info, I believe they said you would be able to fly after you met some kind of criteria in the questing. So that could mean before level 90 or it could mean even after 90, if you have not met that criteria. It seemed like they wanted to you to "get the main story" before you went off and flew all over.
(cutaia) Mar 20th 2012 1:43AM
Unless he was talking about the Burning Crusade 1-20 zones. In which case...sorry. :P