WoW Patch 7.1: Das Soft-Cap für Legendaries wurde entfernt – Erklärung im Bluepost

Den heutigen Tag über, also am 24. November 2016, gab es in den Weiten des World Wide Webs laufend Diskussionen zum Thema legendäre Gegenstände in WoW: Legion. Der Grund dafür war, dass die wegen einem Exploit bei Helya gebannte Gilde Exorsus ein Statement auf Reddit abgegeben hatte, welches nicht nur die Situation rund um den Endboss in der Prüfung der Tapferkeit betraf.

Auch hatten die Verantwortlichen hier bemängelt, dass es anscheinend ein Soft-Cap für den Erhalt von Legendaries gäbe. So hätten ihrer Aussage nach viele Spieler vier legendäre Gegenstände erbeutet und danach sei Ende gewesen. Somit wären vor allem Top-Spieler dazu „gezwungen“ worden, neue Charaktere hochzuleveln, um die Chance auf die besten Legendaries zu erhalten, wenn sie die mit ihrem alten Charakter nicht erbeuten konnten. Eigentlich stand diese Vermutung gegen die Aussage der Entwickler von der BlizzCon 2016, dass es kein Limit für Legendaries auf einem Charakter gäbe.

Diese Diskussion war scheinbar Anlass dazu, dass Game Director Ion ‘Watcher’ Hazzikostas sich nun im offiziellen WoW-Forum zur Vermutung eines Caps der Legendaries geäußert hat. So bestätigte er diese und erklärte auch, wieso es ein Soft-Cap gegeben habe. Es wäre nicht komplett unmöglich ein fünftes oder sogar weiteres legendäre Item zu erbeuten, wenn vier auf einem Charakter vorhanden waren. Aber die Chance sei wohl sehr sehr gering gewesen, da die „Bad Luck Protection“ nach vier legendären Gegenständen aufgehört habe.

Er erklärte, dass die Entwickler diese kleine Abgrenzung extra implementiert hätten, damit Spieler, die wirklich viel und zeitintensiv das Spiel erlebten und jegliche Aktivitäten, die legendäre Items fallen lassen können immer und immer wieder bestritten, nicht zu zeitnah einfach alle legendären Items erhalten hätten, die es gäbe. So wäre immer noch ein Anreiz da gewesen, weiterhin jene Inhalte zu durchspielen, selbst wenn schon das ein oder andere orangene Item in der Tasche läge.

Doch diese Limitierung von vier Legendären Items pro Charakter und des danach aussetzenden Pechschutzes sei vor einer Woche entfernt worden. Spieler, die dies beträfe, seien jedoch letzte Woche hauptsächlich damit beschäftigt gewesen, die mythische Variante der Prüfung der Tapferkeit zu besuchen und daher sei diese Änderung eventuell nicht aufgefallen.

Zitat von: Watcher (Quelle)
Happy Thanksgiving, everyone. Let’s talk a bit about legendaries.

From the beginning of Legion, we’ve deliberately been pretty tight-lipped about how obtaining them works, because the best thing you can do to get them really does just boil down to “play the game and do the max-level activities you enjoy most.” It was meant to be a background universal reward that would occasionally offer a surge of power to complement the transparent and omnipresent Artifact and normal itemization systems. Obviously, as we sit here reading posts speculating whether it’s better to delete unwanted legendaries to improve your chances of getting more, there’s a lesson for us to learn from how that approach has played out. (PS: Don’t delete your legendaries. The system looks at what you’ve gotten, not what you have.)

We’ve also been pretty conservative in our design, with the intent of loosening the reins as time went on. With a system of this scale that spans all max-level activities, we couldn’t be certain that we’d tuned it correctly based on data from thousands of people playing our beta for a few hours a week; it’d inevitably be different in the live game with millions of people playing in far more focused ways. And we knew that if we erred on the side of legendaries being too common, we could easily end up in a situation where some people (whether lucky people, or those who played the most) were flooded with them. If that happened, it’d have been a mess – a chunk of the playerbase would’ve had bags full of legendary items and no more to look forward to for months to come, and if we’d tried to “fix” it after the fact, then everyone who hadn’t taken advantage of the generous period would have felt forever behind.

So we started out stingy, since if we erred in that direction it would be far more fixable. (We’ve since increased legendary drop rates in general, in patch 7.1). We also put some measures in place to reduce the gap between the very luckiest player and the unluckiest player. Luck is inevitably a factor in games like this, but with millions of people playing the game, if we allowed pure randomness to go unchecked, there would inevitably be some players who played hours every week and literally never saw a single legendary item. Thus, the so-called “bad luck protection” that improves your chances a bit each time you could have gotten a legendary but failed to do so.

As its name suggests, the “bad luck protection” system exists to protect the unluckiest players from the cruel fate of the dice. Those who were on the other end of the spectrum in terms of good fortune, we figured, didn’t need a system to help put them even farther ahead of the rest of the world. And we drew that line at 4 legendaries, initially, planning to raise it as time went on. Once you’d gotten 4, you could absolutely get more, but the invisible hand of “bad luck protection” would no longer help you. Almost by definition, if you had 4 legendaries in, say, early October, you were super-lucky. You didn’t need help getting more.

What we genuinely did not anticipate was just how much some of the very most dedicated players would play, mainly in pursuit of Artifact Power. By mid-November, we started to hear questions about whether there was some sort of 4-legendary limit, and we realized that there existed a group of players that had done so much content that they actually had an expected legendary count of around 4. They hadn’t needed to be unusually lucky to get there. (Note that this is a very small group. They’re overrepresented in these discussions, because this issue concerns them, but we’re talking about hundreds of people out of millions.)

So we removed that soft cap just over a week ago. “Bad luck protection” now applies indefinitely. Most of the players in this category have probably been focusing on Mythic Trial of Valor for the past week, and since wiping repeatedly to raid bosses during progress sadly can’t award legendaries, they haven’t had a chance to see the effects of the change just yet. If/when some players get to a point when they have every legendary available for their spec, then so be it. They certainly will have earned it, and there will be more coming in future patches. The Unique-Equipped limit keeps the power gap between the haves and have-nots reasonable, and we’ll continue to adjust the effectiveness of the outlier legendaries (coming up in patch 7.1.5) with the goal of keeping them exciting but not gamebreaking.

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