Tobold's Blog
Wednesday, November 21, 2007
 
Mudflation and the WoW expansion gap

Keen and Graev recently had a post about mudflation in EQ2, and I was thinking about how much worse a problem mudflation is in World of Warcraft due to the larger gap between expansions. Mudflation in the context of WoW expansions is when a new expansion comes out, raises the level cap, and the green random loot and quest rewards you get over the next couple of levels are actually better than the raid loot from the previous expansion. The further you came in the level 60 raid circuit, the longer your raid gear lasted, but by level 65 the MC / BWL gear was mostly obsolete, and by level 70 nobody was wearing any level 60 epics any more.

Mudflation has some solid marketing and design reasons, so we can expect the same to happen with the Wrath of the Lich King expansion. The marketing reason is that phat loot sells boxes. The design reason is that you want everybody at the same gear level once they hit the next level cap, to maximize the number of people that qualify gear-wise for the next raid circuit. If level 70 epic gear from the Black Temple was still required to start raiding the level 80 raid dungeons, there wouldn't be many people around to raid. And new players could never hope to catch up.

The specific problem of World of Warcraft is that there is so much more time between expansions, the average time between WoW expansions is twice the average time between EQ1 / EQ2 expansions. There were over 2 years between the original release of WoW and the first expansion, and there will be more than one year between the first and the second expansion. And leveling in WoW is relatively fast (compared to EQ1, not EQ2 where apparently people went from 70 to 80 in the Rise of Kunark expansion in a week). So somebody who started when the game was releases spent nearly 2 years at the 60 level cap, and will have spent nearly 1 year at the 70 level cap once the Wrath of the Lich King expansion comes out. And during all this time spent at the level cap he still improved his character by getting better and better gear.

Getting stronger by collecting gear at the level cap is a process that goes much slower than getting stronger by leveling up, and it has diminishing returns, it takes longer and longer to get stronger and stronger. But nevertheless the designers have to put in some possible progress, because once people feel they don't advance any more, they are likely to quit. So even with slow progress, after one or two years of it, you are considerably stronger than somebody who just dinged. And the new gear in the next expansion has to be better than the gear of the people who got furthest in the previous expansion, thus the longer the gap between expansions, the bigger the mudflation in the new expansion.

One unintended consequence of that is the gear progression for people who level up new characters after the expansion comes out. Currently everybody leveling up in old Azeroth leaves the place as soon as he hits level 58. The rewards you can get in the same time for doing a quest of level 58 in the Outlands as compared to a level 58 quest in Azeroth are much, much better. Even after the patch 2.3 upgraded the loot from the old world dungeons, I don't see people of level 58-60 do dungeons like Stratholme or Scholomance, when even the green loot of Outlands is better, and Hellfire Rampart would not be any harder and give even more awesome rewards. A lot of the previous level 60 content is now totally unused, and the same will presumably happen to the much larger amount of level 70 content currently in the game when the next expansion comes out.

Fortunately for Blizzard the patience to wait for deferred gratification, in spite of being considered a personality trait important for life success, is something that is very much lacking in many World of Warcraft players. I am always surprised how some raiders appear to raid mainly for the loot, and are willing to endure very harsh raid guild rules and schedules far beyond the point where the raid in itself is still fun, just to acquire some loot which will be obsolete in half a year. That is probably one of the reasons why many raiders can't understand the casual player's request for "easy mode" raiding with loot that isn't better than that of heroic dungeons. A raider thinks in terms of loot, and doesn't see the point of having an easy mode raid if he can already get the same level of loot in a heroic dungeon which is easier to set up. A casual player thinks in terms of different gameplay experience, and would like to have the choice between a tight heroic run and a larger, more relaxed raid experience. Personally I'm not an instant gratification kind of guy. I can live very well without epic loot, I only want to raid as long as the raiding experience is fun and play, not work and long hours late into the night. I know that come the next expansion I'll soon be equipped as well as the raiders, and even if I'll probably level to 80 a bit slower than them, that is actually the way I prefer it.
Comments:
Personally I didn't really see green loot that I got from the first quests in Hellfire Peninsula in any way "Phat loot". I was mainly annoyed by it replacing by instance drops from a level or two before. Phat loot isn't in my opinion something that everyone can get with zero effort, even if it does have great stats.

The marketing reasoning is sound of course. Make the previous game obsolete and people need to either stop playing or throw more money at you. Mostly it has seemed to work for Blizzard, some people left but many did not while others promptly returned.

You could still make the entry level raid something that requires a little bit of gear gathered at 70 endgame to go in without really losing the level playing field. In fact, Blizzard has mostly done that in TBC. Karazhan requires a good set of level 70 blues from instances, if you're going in with less than that, you're probably placing a burden on the other members of the team but it doesn't matter so much if they already outgear the encounters.

Why does the playing field have to be level at the start of a new expansion, by the way? It's certainly nothing of the sort after Nihilum & co. have their way at the latest and greatest raids and this applies even to new content like Zul'Aman. I see no reason why those that have progressed that far in the previous expansion shouldn't be allowed to skip the entry-level raid in the new one for example. They get plenty of exclusive content that very few are going to see anyway, such as the upcoming Sunwell Plateau
 
People still raid BRD heavily on my server. Some occasional strath/scholo, but otherwise as dead as any 30-60 instance.

I don't see lvl 58-60 instances doing any worse than Maraudon or Uldaman tbh. Unless one defines degrees of deadedness.

WoW's leader mudflation scheme in principle is very good, but your observation that the reset moments are too sparse is a good one.

I took a long break due to the early TBC raid messup. Now I come back and wouldn't mind to raid occasionally with friends. But I'm so far behind that there isn't realistic hope to catch up gearwise (this is class specific, there is very good crafter cloth that allows you to catch up quickly). For a resto shaman, it's hard. Basically requires intense heroic farming and PVP. I think heroic badges are the idea of allowing catch up. But unless you are very hardcore and have a strong reliable group that will be happy to form with you for hours and make it efficient. It is harsh.

I think WoW could use a better catch up mechanism. In old WoW it wasn't bad because you could bring an undergeared person to raid. They get all the drops that noone wants quickly and is geared up in no time (some people get geared pretty much in one raid week back when).

Now I don't see how a resto shaman with say 1000+ healing can get to TK levels in a week or two, or a month even, if they don't have lots of time and a solid support structure to begin with.
 
Being a AH freak myself (yea, I love running between AH and mailbox in TB), I have noticed the mudflation coming into the AH prices in the server I'm in. As a matter of fact, only within the last few weeks the first purples have started to come into AH in suprisingly low prices, meaning that the people getting them don't value the gear a bit. Then again, it's good business for a lowbie like me, possibly doubling my money, but with the risk that I get stuck with something I get to use in ... a heck of a long time!

However, a nice little tidbit has been to note that there are people who just flush their loot into the AH regularily, without any idea on how expensive the stuff really is. I take this as a sign that there are new players in the game, which is generally good.

Now I just have to visit AH more often to make the best of it.

Copra
 
Abel, I know how you feel. After not playing since Feb, even though I have 3 pieces from Kara, I'm so outgeared compared to the avg raider that I could not hope to get in a raid if I wanted to.

If my old guild still had the same people I might could get in and get farm drops noone wanted, but that guild had a huge turnover from people quitting due to boredom/frustration and now I know 1 out of the 70 people that were in it. Which is why they are only just now about to get in Hyjal, constantly having 1-2 people leave the game every week for the last 6 months slowed them down.

That is why if I come back soon, I'll probably level an alt, much funner I imagine than trying to gear out a rogue that missed the train. I can gear him up with better loot after the next expansion easier and going guildless, he won't have to listen to the awful "DING" every idiot loves to scream in guildchat lol, man that is annoying.
 
The previous poster hit on one good thing about gear mudflation - the gear reset gives somewhat of a 'new game' feel, and seems to lead many people to change their main.

The obvious downside of mudflation is that a lot of 'old' game content is lost because there is no incentive for people who have been-there-done-that. But I don’t really see an easy way to fix that. The people who experienced the old content probably won't bother with the pain of finding a group when leveling an alt, the downside being (as we all know) it is difficult for newcomers to get a group for old instances. Frankly, I don't think that just new gear reward tables will fix that. (Maybe they could add rare spawns who drop extra special gear or unique fluff that only spawn for parties in the target level range?)

What might help would be something similar to the 'solo-friendly' nerf:
Design and tune instances to dynamically spawn based on the number of party members rather than the arbitrary 5 currently required, in a number-in-party range, say 2-5 toons.
If the difficulty was correctly-tuned, the drops could be left the same.
There could also be a level check that would adjust the difficulty up based upon character level (for example, a level-70 run-through a lowbie instance would be at that "party of 5" difficulty).
There could be a few built-in exceptions. Certain special encounters might be excluded from the re-tune (like Arcaedus in Uldaman), and such bosses could be accessed only though a door that clearly warned that the encounter was tuned for a party of 5.

Just another 2 cents...
 
I always thought the easiest way to get 70 raid players back to the old instance is just offer a heroic or raid option for all the old instances, with new blue/purple and heroic badges.
 
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