"Waqui;c-1592702" wrote:
"gufu21;c-1592694" wrote:
"Waqui;c-1592680" wrote:
"gufu21;c-1592561" wrote:
"Waqui;c-1588377" wrote:
I disagree that phases 1 and 4.1 are too hard and not fun. . . .
. . . The problem here is not the design.
You know, there are about 36 pages (and counting) worth of posts that disagree with you. Just saying.
I disagree with them, yes. What's your point?
My statement still stands:
If they have plenty of the teams that work in those phases, but many still don't play them, then the problem is not design. The problem is still that the guild has a mix of actively participating players and 15 freeloaders, who don't care to invest the same time as the others. It's not unusual. It's a challenge for any guild management to have a homogenous well—functioning guild. Most guild officers know that.
My point is that when maybe 90% of players are saying that an aspect of a game is so frustrating, aggravating, tedious, overtuned, and unfun that they simply don't want to play it—yes, that really is bad design.
On an individual level, it's a subjective evaluation, and you're perfectly free to enjoy it. Some people surely do. I wish I did.
But if we're talking about on the whole, do most players enjoy this content and want to engage with it, then that's an objective answer. And the answer is no.
You are mistakingly viewing those many pages of posts as representing 90% of the player base. That's wrong. However, don't be ashamed of yourself. It's a common mistake. Many people have done something similar before you.
I understand your point. However, your conclusions are wrong.
Added : It's quite ironic, that you claimed to be objective :—)
This is probably going to devolve pretty quickly into an argument about what constitutes evidence (like has happened with lots of these discussions). But here goes.
First, that's a fair criticism. You're right that (1) I don't have have an exact percentage to represent the STR feedback thread—I took a ballpark estimate that it seemed at least 9/10 negative—and (2) I don't know that the STR feedback thread represents the player base as a whole.
But there are some factors that lead me to believe that that thread and the opinions voiced there represent something real and extrapolatable.
First is my own experience in my own guild: We're in the middle of p4 on a t5, and about 15 people have put in minimal to no effort. These are players are otherwise very active and contributing in all other guild events and raids. Most of the rest of us who do put in effort have voiced opinions about our disliking the raid strongly and finding it not really worth the investment, but we do it anyway out of a sense of duty to our guild.
Second, I read a lot of posts by a lot of other players whose experiences ring true to my own. It leads me to believe that my own limited, anecdotal experiences aren't just anomalies. They seem to be representative of broader effects seen in many guilds.
Third, there's a surprising amount of consensus among those who dislike the raid about what exactly isn't working for them, both on the forums and in the opinions of guildmates who don't really go on the forums. This suggests to me that these particular design aspects are actual pain points for a great portion of players, even committed players.
So while I accept your criticism that my estimate of 90% is very arguable, I don't think my conclusions are unreasonable.
While 90% negative seems close to what I see on the forums and in my guild, let's just assume that the negative is vastly overrepresented. But I don't think the specific number matters for my point. Even if it's only 60% negative, or 50%, or even 30%, that's still a very significant chunk of players who find the STR awful and not worth playing.
If you design a product, and you find that 30% of your users find it frustrating and nearly unusable, chances are that you're going to start digging to find out why. And if most of those responses start hitting on some the same specific complaints, the logical thing is to think that maybe they're onto something. Think about designing an web application: If 30% of users find it difficult or aggravating to use, do you call that acceptable? Or do you start to wonder how you could have designed it better?
But really, can we agree that it's probably a lot more than 30% who dislike STR? Can you concede that it's probably the majority?
Help me see how concluding that players hating STR and not wanting to do it is not due to its design.