0.39 is out, and as usual Lyranica and I have thoughts and opinions on the matter.
Starting at the top with the big and controversial change of the update, the Quest Pass.
Quest Pass
After some back and forth on this change, Lyranica correctly points to me that evaluating what the pass previously contained versus what does now and basing the thumbs up/down decision on that is going to cause cognitive bias. She’s not wrong.
So what changed?
- Pass duration was halved (4 weeks versus 8 weeks).
- Normalizing to the previous pass duration, there is a +9 gain in follower crystals ( 12 versus 3).
- Normalizing to the previous pass duration, there is a +6 gain in Glyphs (6 versus 2).
- Normalizing to the precious pass duration, the cost of the pass tripled (1500 crowns versus 500 crowns).
- The random Superior Relic was removed from the pass. To be fair, they are now purchasable with Diamond Marks in the Event Shop.
- The number of Gems offered in the pass were greatly reduced, with no gems being offered to free pass players.
So, for triple the crowns, players are receiving triple the Glyphs and quadruple the follower crystals of the previous pass system. That seems reasonable. On the other hand, I’ve got the crowns in my wallet yet I have not clicked the buy button yet. Why?
The hurdle that still lays before me is a concept I will call the monthly minimum full participation price. This price represents the monthly cost of obtaining all of the standard rewards in the game, without bonus or other impulse purchases.
Currently, there are two components of the monthly minimum full participation price in PQ3, the VIP Pass and the Battle/Quest Pass.
Normalizing to a monthly price, prior to 0.39, the cost of the VIP Pass is $10 + $5 for half of a Battle Pass, for a total monthly minimum full participation price of $15. This amount is equivalent to a standard MMO subscription price, such as FFXIV.
In 0.39, the durations of the VIP and Quest Pass are now generally aligned as dual monthly subscriptions. This leaves the $10 for the VIP pass still, but the tripling of the crown cost now generates a $15 bill for the Quest Pass. As a result, the new monthly minimum full participation price has become $25 per month.
That’s… a steep jump. And that’s without any other shop impulse purchases or considering buying the Quest+ Pass. For the record, that’s ($10 + $30 = $40 per month).
Perhaps, to me, that’s not the definition of a “value” purchase anymore, and that’s my hangup.
Lyranica and I keep talking about this, I think to try to convince each other to buy the pass. Hasn’t succeeded yet, but we’ll see how this weekend goes when the pass expires.
General
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The in-match pop ups are fantastic (when they work), especially when multiple passives are firing off each other. Completely love it.
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The shortening of dungeon runs by 1 opponent per run is a great way of “speeding up” the game without having to use 2x speed or higher. End-of-match displays are also a great touch. Fantastic changes. Interestingly, the speed up of matches generates more chests per game session, which leads to additional purchasing decision opportunities by newer accounts.
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Shards replacing keys in story quest rewards. Ouch. This is going to hurt newer players. Likely to encourage purchasing of keys with gems or crowns.
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Minions to chests on results screen: Great addition. But as others have already said, the list needs to be sortable by more than just mission time.
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Stars are nothing more than a psychological trick by the game, perhaps a ploy to induce newer players to purchase a continue when being defeated by a boss when they know a Ruby/Diamond chest is on the line. For Lyranica and myself, it’s an early warning system to tell in advance when that skirmish is going to cough up a wood chest or a dungeon iron chest. The system is very predictable when the lowest rarity chests are rolled and telegraphs the outcome very early in the run.
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Story: Chapter 3 appears to have been rewritten? It’s a mess of too many storylines now. I guess the burning of Theria was too much for a E10 ESRB rating and had to happen off camera?
Co-Op
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Still as buggy and unstable as always.
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Perhaps even more unstable, now that players are encouraged to co-op play in the quest pass. Experiencing random infrequent crashes when playing 2-player, whereas that generally did not happen before.
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Bug: Even though we have all dungeons cleared on Difficulty X, we cannot choose to generate a Co-Op run at high difficulties for unknown reasons. For example, for Pharos of Lothryn, I can’t start a run over level 50, while Lyranica can only start a run up to level 75. We have tried going back to “re-unlock” the dungeon level again, but that did not address the issue.
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Visual Bug: When in a co-op match and the dungeon boss is not the final opponent in the dungeon (boss is defeated before all minions, so the player has to go “backward” in the dungeon), the boss does not disintegrate upon defeat (although the game tries to play the animation).
Misc.
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Eveline crystal bottlenecks are super not fun. Waiting 2-3 months to upgrade one piece from Legendary to Mythic, while sacrificing the ability to work on other item upgrades on other characters (because they all use the same glyph/Eveline crystal resources) is the definition of frustrating.
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Lyranica would like the ability to “Empower” dungeons again in some very limited capacity as a gold sink again for a cost-prohibitive price (10k gold or more per run). Not necessarily for Marks, but for some other marginal type of benefit as a reason to farm gold again.