Here is what I think is dumb, the system should be set to NOT offer the exact same challenge TWICE. I already had a challenge about collecting runes, and when I re-rolled another, I got a second challenge to collect runes. So now I have two of the exact same challenges to collect runes. So will they both complete at the same time or will I have to do them twice?
msetten
Players want to play Vengeance. Not test it.BardokRedSnow wrote: »People just don't want to play it.
Empower [Feedback]: Thanks to many of the discussions and breakdowns of popular use cases, we’re making some adjustments to the values for certain effects that saw a reduction in power after the combat calculation changes with Damage Done to Monsters. Most of these are not huge bumps in power that immediately make them as strong as they were in all cases (since the loss of power is still highly subjective to many factors) but should help them feel more competitive with other bonuses. Empower is the most notable increase, going from 70% to 100% - but will come with a stipulation that the damage bonus will no longer apply while the effect holder has Battle Spirit, to correct some of the extreme damage possible against players in PvPvE situations. We are also not increasing every bonus, namely Velothi, as its power offered is still quite dense even after the changes.
tomofhyrule wrote: »The OP has a point.
This isn’t just “people overthinking it” — it’s a real, well-understood design strategy used in games and apps.
What’s happening is a mix of a few known psychological effects:
The Zeigarnik Effect — unfinished tasks stick in your mind and create a sense of tension until they’re completed
Loss Aversion — the feeling of missing out is stronger than the reward of gaining something
FOMO — time-limited tasks create pressure even if you don’t really care about the reward
When you stack systems like long grinds + limited-time pursuits + unclear or bugged tracking, you end up with multiple “open loops” sitting in the background.
Even if you consciously think:
“I don’t care about this”
your brain still registers:
“this is unfinished”
And that creates a low-level pressure to go and clear it.
So telling people to “just ignore it” or “snap out of it” misses the point — this is exactly how these systems are designed to work. They rely on normal human behaviour, not lack of willpower.
The result isn’t motivation — it’s fatigue.
You stop choosing what you want to do, and start clearing things just to make the noise go away.
That’s why people are asking for downtime — not less content, just space to actually play on their own terms again.
Yes, and I'm sure there is some marketing executive sitting there gloating at these types of threads. Why spend all the money to make new zones or content, when all it takes to get people to play more (and therefore spend more) is just make a little task list!
So your argument is... "Capitalism should stop being capitalism!"
Which... uhh... good luck with that.
We do have a defense: to not fall prey to it. Game companies are going to keep being predatory as long as people are susceptible to it. The only way the companies are going to willingly say "we don't want to make money" is if they get hit with new laws (like Belgium and Brazil have now done for lootboxes, and we now have people from those zones complaining that they're unable to access them).
But until Congress decides to make the "Games shall never offer in-game rewards for tasks" law, this is gonna happen. ALL Live-service games do this because it works. So the defense we have is to either harden ourselves to it, or reject Live-Service games. And then if enough people see an unfinished list and stop caring, then the suits are going to realize that they need a new way to get us to keep playing.
Umbracat449 wrote: »These challenges are not the new content. They're the endeavors and daily login rewards, changed up and delivered also in a way that might bring in revenue.
oh god how terribleBardokRedSnow wrote: »making us sit without greyhost for 7 days