I had to think long and hard about how to broach this subject. I already know that Raiders feel they have an inalienable right to their Uber Loot. In fact most have a strong case supporting this sentiment. Bear in mind by no means do I want to take their Uber Loot away, they can keep it and be happy, but don't all of us want to be happy?
The problem is I want Uber Loot too, but sometimes well quite frankly I don't want to Raid. Sometimes I don't want to coordinate with others, and sometimes I don't want to play 4 hours straight and lose every roll on my class armor only to have to come back next week and do it all again. There is also this little problem of being in a medium size casual guild, granted this was my choice but it goes more in line with my playing style.
My question is, why is raiding the "end game"? Why can't soloing be the end game? Why can't crafting be the end game? Is raiding far and away sooo much harder of gameplay than other aspects of the game that it's the only way one can earn the Uber Loot?
Let's say for example that raiding isn't the end game, that all raid gear is crap, that infact crafting is the new end game. For instance, say that the only way you can become a level 80 Armorer is to first be a level 80 Adventurer. Then lets say that the only way you can wear Fabled armor is to make it yourself. Then the game is designed in a way where it takes you 4 hours to "possibly" make one piece of armor, if you fail then you have to wait 24 to 48 hours to make another attempt. I bet you that most of the higher level players will be saying that Crafting is the "End Game" (as crafting in of itself is a game mechanic), simply because the Uber Loot comes from crafting and not raiding. I'll also bet you that while some (not all) high level players will now be a crafter so they can earn/attain their Uber Loot.
(Note: I'm not advocating that crafting be the new End Game, it's just an example, flawed as it is.)
I jumped on PvP for the first time the other day and while looking at my spells I noticed that it had a box I could click and it would toggle the information from PvE to PvP. My spell had two different stats one toggle was for what my spell damage would be against a regular mob, and one toggle for what my spell damage would be against a player, and I thought to myeslf, "That's it!!". What if you applied this same mechanic to raid mobs, or heroic mobs, or solo mobs. What if equipment was designed with a double (or more) use? One for raiding and one for group/solo content.
Here's an example:
Sword of Solo:
Damage (against Group/Solo targets): 75 - 200
Damage (against Raid targets): 65 - 190
Delay: 4 seconds
Effects: When target attacks this spell has a 5% chance to cast Ward a Solo.
Lasts for 45 seconds.
Wards the caster from 1000 damage from target.
This effect does not take affect on Raid targets.
This sword is great for Soloing but not quite as good for Raiding, and while you could use this sword for DPS in a raid, it would be better if you picked up this:
Sword of Raid:
Damage (against Group/Solo targets): 65 - 190
Damage (against Raid targets): 75 - 200
Delay: 4 seconds
Effects: When target casts a spell this spell has a 5% chance to cast No Fear of Raid on the entire Raid.
Lasts for 45 seconds.
All players near player are immune to Fear affects.
This effect does not take affect on Group/Solo targets.
Now this sword is great for Raiding, and pretty good for Soloing, yet I would more than likely still use my Sword of Solo if I was doing Group/Solo content.
So here is the deal. Instead of one "End Game" you now have two. If people like to Raid they can do so and still aquire Uber Loot that is awsome in raids yet still performs well in group/solo encounters. Yet if the Raider wants to be more effective when soloing then it would make sense to see about aquiring group/solo specific equipment.
If people like to group or solo they can do that as well...get Uber Loot that owns solo/group encounters, but if they ever raid, more than likely while their current (Solo) weapon will work fine enough, they may want to upgrade to raid specific gear.
And of course I wholey advocate that aquiring this Uber Solo Loot be something diffcult and time consuming (but fun) as this would only be fair to all the dedicated raiders who spend weeks upon weeks trying to aquire their gear through raiding.
I'm trying to think of the effects this system of loot would have on the world of MMO's today as we know it. Would people still raid if they could get an Uber solo version despite being as difficult and time consuming as raiding? Is raiding an enjoyable game mechanic in of itself or do people only do it because that's the "only" way they earn better and better loot?
Just some food for thought
-Amonost