Some guild mates and I have been discussing the key grind constituting a major bottleneck for coordinating groups around offline lives.
Could a solution be turning the key fragments into a guaranteed consumable item drop every time you kill a certain boss? Using the old morphing collectible system as a template (and don't make them unique items)? That way, people can collect keys for a later time, allowing for more planning flexibility for the instanced group content?
Elendildur wrote: »People have spoken about the keys already. but the main problem for me is the quests. They are way too difficult to find for how bad the rewards are. I like the idea of finding gear sets from older content, but overland gear isn't very useful.
If the quests continue to give bad rewards, they need to be easier to find. Maybe put all of them on the noticeboard at the start of the district, so people can grab them quickly (and make them sharable)
If the quests continue to be difficult to find, they need to give better rewards. Maybe they should drop gear from any trial, with a small chance at perfected gear
Elendildur wrote: »People have spoken about the keys already. but the main problem for me is the quests. They are way too difficult to find for how bad the rewards are. I like the idea of finding gear sets from older content, but overland gear isn't very useful.
If the quests continue to give bad rewards, they need to be easier to find. Maybe put all of them on the noticeboard at the start of the district, so people can grab them quickly (and make them sharable)
If the quests continue to be difficult to find, they need to give better rewards. Maybe they should drop gear from any trial, with a small chance at perfected gear
I like that they make you look around, but I don't like that they make you look around in constant swathes of enemies with fast respawns. It felt nice having to actually use my eyes to look at walls for propaganda, but it ended up just being me running around in circles while getting bombarded with attacks as I try to ignore all of the gameplay around me.
Event is awful. Socializers/Extroverts love it, predictably. They love coercing others to play with them, forcing people to interact with them, who don't want to. Won't take no for an answer, keep trying to force unwelcome stuff on you.
I've been playing MMORPGs since 1999, Everquest days. I played in farm groups in Dark Age of Camelot. Then WoW, grouped all the time, was a member of raid groups, even an Officer and Raid Leader at times. So it's not like I don't have experience with games that have forced grouping. Have spent decades of my life with them, in fact.
But I always loved MMOs despite the forced grouping. Not because of it. Never because of it.
Two MMOs that I loved, that did group events the "right" way, imho, were RIFT, and GW2. Neither of those force you to "sign up" for a group--you can come and go as you please.
Sure, there are still group dungeons, or raids. For those types of people who enjoy those specific types of activities. But for a limited time event? What in the nine Hells were you even thinking? Trying to force your entire playerbase into some forced grouping zones, through multiple dungeon-level tasks and trial-level events???
This is an awful, awful way to go about things. This is exactly why MMOs keep dwindling as a genre. Because they only seem to understand the "social" side of their audience, and keep actively alienating the other side of the MMO audience.
The "other side" of the MMO audience, is the people who play MMOs to GET AWAY from the real world...in lives and jobs in which they are forced to socialize, almost every day, often for long hours. People who play to exist in a persistent, immersive, and ever-changing world...but who DO NOT want to be forced to engage with other players...at all.
I have a lot more I could say, but...please, for the love of all things holy, please stop forcing social engagement on your entire playerbase, just because the social crowd wants it. It drives away the players who would want to play your game, but feel alienated and gatekept behind all your forced group content, for pretty much anything of merit.
Event is awful. Socializers/Extroverts love it, predictably. They love coercing others to play with them, forcing people to interact with them, who don't want to. Won't take no for an answer, keep trying to force unwelcome stuff on you.
Event is awful. Socializers/Extroverts love it, predictably. They love coercing others to play with them, forcing people to interact with them, who don't want to. Won't take no for an answer, keep trying to force unwelcome stuff on you.
I’m an introvert and do not want to play with people who aren’t interested in playing with me and I love NM. So… no.
The "other side" of the MMO audience, is the people who play MMOs to GET AWAY from the real world...in lives and jobs in which they are forced to socialize, almost every day, often for long hours.
Event is awful. Socializers/Extroverts love it, predictably.
• Population within the Night Market has seen its fair share of feedback as well with folks noting they wished the population was a bit higher. We crafted the experience to fit within the current population limits and adding (or taking away) would potentially cause a detrimental experience in public areas. That said, for future iterations of the Night Market we will re-evaluate these population caps given the newfound data and feedback.
I don’t understand the criticism about social interaction. In most of the groups I’ve been in many people don’t say a word. You can think of playing in a group as having 11 companions. They just help you with hit points and damage. And you can make them go away when the quest is finished.
Edit: The 11 Companions would be a great guild name!
I don’t understand the criticism about social interaction. In most of the groups I’ve been in many people don’t say a word. You can think of playing in a group as having 11 companions. They just help you with hit points and damage. And you can make them go away when the quest is finished.
Edit: The 11 Companions would be a great guild name!
I think some folks have had a bad experience because not every group is pleasant. Some are very selective and will kick you or avoid you if you do not meet their gear or skills standards. (gatekeeping is real)
Asocial people might find public rejection confusing or difficult to not take personally. They want to experience the Night Market and maybe they want the house, but they are loathed to risk that aggressive behavior that sometimes comes with dealing with strangers. (You can see the aggression in the fora. Imagine what it might be like for them in the game chat where the Devs don't see it.)
The house rewards are often viewed as a great reward by those that do not decorate because they give a quick access to various countries on the map for new characters that had not been there.
On the bad side, the Night Market was billed as an event for everyone when it was introduced. While that bill has been toned down, it still rings in the minds of the players that heard it. If the Night Market had been billed as a new approach to a trial dungeon, this whole scene would have been different. The controversy with solo players would not be.