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Home » Site News » Resilience essentially partit...

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TLDR: Resilience is an attribute that had been introduced with the purpose of increasing subscription revenue; it is suboptimal for the consumer and is now, in my opinion, a financial burden rather than boon as it restricts content for a consumer with strongly diminishing returns.

Bad for the Consumer: Resilience essentially partitions the game's content into two disjoint paths. The inability to queue (for both PvP and PvE at the same time) is obviously directly tied into a subscription model based on the assumption that the consumer still gains positive returns from participating in PvP once PvE content has been exhausted. Since the consumer would benefit most from being able to participate in all content and the average consumer has barely enough time for the PvE portion, the consumer's utility is less than it would be than if he/she could participate in PvE and PvP concomitantly. In a formal sense this is really nothing more than optimization over a restricted set.

Furthermore, equipment being the sole method of balancing PvP makes balancing more difficult and suboptimal, since the modification of abilities in PvP directly influence PvE and vice versa. Better outcomes are attainable if abilities are modified on an individual basis i.e. differently for PvE and PvP (e.g. making an ability do more damage in PvE and less in PvP rather than changing the ability for both and scaling it through resilience).

Bad for the Company: WoW has been out for a very long time and the waning subscriber numbers are, if anything, a clear sign that there is an increasing number of people that are facing diminishing marginal utility of playing the current game. There is also a strong divide between PvE and PvP participation and this can be explained by the disjoint nature of PvE and PvP; people are getting tired of being forced down one path, or the other and will generally play as to experience the most content as possible.

The current PvP progression might not be too slow for the avid PvPer, but it is time-consuming enough to divert all of his/her time from being able to advance significantly in PvE and keep up with content.
 
Suggestion: Remove resilience entirely and scale abilities differently in PvP and PvE; doing this will promote more participation in PvP and allow the acquisition of gear through PvP to be applicable to PvE (assuming you scale the PvE relevant attributes after removing resilience). Another approach would be to apply resilience to all existing PvE gear and have it scale with item level, so as to allow the PvE player ready access to a good PvP experience.

Anticipated Criticism #1: Both play styles have different skills sets and it would be foolish to allow PvP players ready access to higher level PvE material, since they would fail miserably.

Rebuttal: PvP's skill floor in competitive play is comparable to, or even greater than that for PvE. PvE players who have the equipment will succeed if they have the necessary skills and fail if they don't, since they would be pitted against PvP players with equivalent gear (assuming both sets would be equally effective).

Anticipated Criticism #2: This would simply be too difficult to implement.

Rebuttal: Being able to balance with respect to PvP and PvE separately vastly simplifies the process. It is essentially in the same vein as comparing optimization with constraints vs. optimization without any.

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