In the previous posts I described that only those games can last long that challenge and hone one of the skills of the player. These skills are strength, dexterity, thinking and "hard working". I also pointed out that for the MMO model where you play the same match for years (opposed to thousands of short matches), only "hard working" skill fits. All the other skills are better honed and challenged by short matches with new opponents who fits your current skill. Also the "hard working" skill contains usage of previously gained resources, so you have to carry them over, while no such item is carried in dexterity-related games.
Yesterday I pointed out that WoW deviated far from this model, changing the endgame a totally dexterity one. The project undergeared proved that working on your gear is near worthless to do the endgame and you must work on your "skill". Unfortunately I did not realize that the "skill" is dexterity based, because the WotLK level of dexterity was trivial to me.
At first we have to answer why we need raiding at all? Why can't the game just be an endless leveling? I mean it's just rewriting a number to make WoW leveling 10000 hours long. The answer is not that leveling is boring (if it is, it's a design failure, it could be easily fixed by giving bonus for doing orange mobs/quests). The answer is that it's a solo activity. To evaluate your skills you must compare it to other people. This is the edge MMOs have over solo games.
Now let's see what raiding should not be: it should be not challenging in terms of dexterity or thinking. It should be testing your skill in hard working, the theme the whole game have. It should test your gear (your ability to get it) and your rotation (your ability to do your homework). Also, it should not challenge your social skills. The raids were downsized in WoW because of the organizational nightmare.
To create a such raiding the task should be obvious and the performance should be perfectly monitored. The job of the DD is to deal damage, the job of the healer is to heal, the job of the tank is to mitigate damage. Their performance can be evaluated by a single number: DPS, HPS and mitigation % over a successful bossfight.
Dance have no place in a "hard working" themed game raiding, mobs must only do damage to the tank (Marrowgar-cleave is adviced to allow more than 1 tank in a raid), and unavoidable raid damage. They can have adds that must be tanked, burned, or CC-ed but no jumping, LoSing, interrupting, using vehicles and anything like that. The boss is just a strong mob, but not fundamentally different from the kobolds in Elwyn, besides his hard or soft enrage mechanism. This way the performance can be evaluated by a single number.
Since performance is a single number, raids can be epic 40 men again without any organization or guilding. It can be simple LFR. You queue up selecting the target raid and "progress" or "farm". Each of the raids have pre-set performance values. For example "T1 progress" raid needs 860 DPS, 750 HPS, 45% mitigation. "T1 farm" needs 1000 DPS, 900 HPS, 50% mitigation. To queue up, you must have this value. The value is coming from your previous raids, for example the average value of the last 10 bosskills, excluding the best and the worst 2. For newbies it can be calculated from 5-mans, scaled up with raid buffs. The game obviously has built-in damage, healing and mitigation meter, and after a try (successful or not), the raid can replace those who don't hit the pre-set limit with a simple majority vote of thouse who hit the mark, no cooldown. This prevents the 5500 GS for Naxx nonsense, the values are developer-set. There is no need to know each other as your job is simply hit your performance limit. If you are doing 861 DPS, you are good enough for "T1 progress". If everyone else sucks, you simply vote them out until you get a good team. If you suck, you will be kicked. If you are kicked from two different raids in the same day, you are done for that day.
To allow friends to play together this performance demand can be tricked: you can queue up to be linked in performance. So if you do 1200 DPS and your friend does 800, the official damage meter gives 1000 DPS for both of you, so if you can carry your friend, he is immune to kicks.
Obviously there would be no gear resets in this game, the level cap is never elevated either. Every raid is gradually harder. For example T1 raid is doable if you do 50% of perfect rotation in full dungeon gear, so you can start a bit undergeared a few missing enchants and unpolished rotation. T2 needs 70% of the perfect rotation in T1 gear, and so on. Higher tiers need higher and higher perfection and gear.
How can newbies catch up? There are slots where gear comes from crafting, BoE, valor points, so someone who start playing when T5 is out can get T5 level gear into these slots, so his average gear is better than the gear of those who started early. Of course it applies only to a few slots and for most slots you can only get gear from raids.
Loot rolls shall also be modified by performance. If you do exactly 100% of the performance limit, your roll is unchanged. For every % you outperform the limit, you get +1 for a roll, for every % you are below the limit, you get -1. So if you do 120% of the limit, and roll 45, the guy who did 80% of the limit must roll 86 to win the loot. Of course you can only roll on items that belongs to your armor type and the spec you performed in the raid.
This kind of raiding would reward the "hard working" skill and also provide epic encounters where 40 people defeat some baddie and some of them get loot.
Yesterday I pointed out that WoW deviated far from this model, changing the endgame a totally dexterity one. The project undergeared proved that working on your gear is near worthless to do the endgame and you must work on your "skill". Unfortunately I did not realize that the "skill" is dexterity based, because the WotLK level of dexterity was trivial to me.
At first we have to answer why we need raiding at all? Why can't the game just be an endless leveling? I mean it's just rewriting a number to make WoW leveling 10000 hours long. The answer is not that leveling is boring (if it is, it's a design failure, it could be easily fixed by giving bonus for doing orange mobs/quests). The answer is that it's a solo activity. To evaluate your skills you must compare it to other people. This is the edge MMOs have over solo games.
Now let's see what raiding should not be: it should be not challenging in terms of dexterity or thinking. It should be testing your skill in hard working, the theme the whole game have. It should test your gear (your ability to get it) and your rotation (your ability to do your homework). Also, it should not challenge your social skills. The raids were downsized in WoW because of the organizational nightmare.
To create a such raiding the task should be obvious and the performance should be perfectly monitored. The job of the DD is to deal damage, the job of the healer is to heal, the job of the tank is to mitigate damage. Their performance can be evaluated by a single number: DPS, HPS and mitigation % over a successful bossfight.
Dance have no place in a "hard working" themed game raiding, mobs must only do damage to the tank (Marrowgar-cleave is adviced to allow more than 1 tank in a raid), and unavoidable raid damage. They can have adds that must be tanked, burned, or CC-ed but no jumping, LoSing, interrupting, using vehicles and anything like that. The boss is just a strong mob, but not fundamentally different from the kobolds in Elwyn, besides his hard or soft enrage mechanism. This way the performance can be evaluated by a single number.
Since performance is a single number, raids can be epic 40 men again without any organization or guilding. It can be simple LFR. You queue up selecting the target raid and "progress" or "farm". Each of the raids have pre-set performance values. For example "T1 progress" raid needs 860 DPS, 750 HPS, 45% mitigation. "T1 farm" needs 1000 DPS, 900 HPS, 50% mitigation. To queue up, you must have this value. The value is coming from your previous raids, for example the average value of the last 10 bosskills, excluding the best and the worst 2. For newbies it can be calculated from 5-mans, scaled up with raid buffs. The game obviously has built-in damage, healing and mitigation meter, and after a try (successful or not), the raid can replace those who don't hit the pre-set limit with a simple majority vote of thouse who hit the mark, no cooldown. This prevents the 5500 GS for Naxx nonsense, the values are developer-set. There is no need to know each other as your job is simply hit your performance limit. If you are doing 861 DPS, you are good enough for "T1 progress". If everyone else sucks, you simply vote them out until you get a good team. If you suck, you will be kicked. If you are kicked from two different raids in the same day, you are done for that day.
To allow friends to play together this performance demand can be tricked: you can queue up to be linked in performance. So if you do 1200 DPS and your friend does 800, the official damage meter gives 1000 DPS for both of you, so if you can carry your friend, he is immune to kicks.
Obviously there would be no gear resets in this game, the level cap is never elevated either. Every raid is gradually harder. For example T1 raid is doable if you do 50% of perfect rotation in full dungeon gear, so you can start a bit undergeared a few missing enchants and unpolished rotation. T2 needs 70% of the perfect rotation in T1 gear, and so on. Higher tiers need higher and higher perfection and gear.
How can newbies catch up? There are slots where gear comes from crafting, BoE, valor points, so someone who start playing when T5 is out can get T5 level gear into these slots, so his average gear is better than the gear of those who started early. Of course it applies only to a few slots and for most slots you can only get gear from raids.
Loot rolls shall also be modified by performance. If you do exactly 100% of the performance limit, your roll is unchanged. For every % you outperform the limit, you get +1 for a roll, for every % you are below the limit, you get -1. So if you do 120% of the limit, and roll 45, the guy who did 80% of the limit must roll 86 to win the loot. Of course you can only roll on items that belongs to your armor type and the spec you performed in the raid.
This kind of raiding would reward the "hard working" skill and also provide epic encounters where 40 people defeat some baddie and some of them get loot.
