@Jeto … and also soliciting feedback @ my fellow new/mid-level players.
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3.0 seems to have done some good things to provide further challenges for end-game players (bad feelings about ‘reimbursement’ for level-50 mythic gear aside.)
My sense is that the changes were aimed at trying to enhance the end-gamers’ experience – e.g. by the occasional mythic piece dropping that would enourage them to explore new builds.
But the (perhaps unintended consequences) of 3.0 changes are that it has sabotaged the game experience for new and mid-level players.
And I mean that quite literally … no hyperbole.
I don’t think it’s overstating the case to say that, unless “agency” is returned (discussed in that earlier post of mine), it’s going to kill the long-term viability of the game. [Earlier post: here ]
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Here are observations, and a proposed “minimal effort” solution, for you to present to devs @Jeto (I hope pulling them together like this will be helpful to you as you make your reports.)
Also to (hopefully) get feedback in this thread from other new- and mid- level players.
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** BASIC PROBLEM SUMMARY:
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The game has been reduced to a “slot machine” to get high-end gear.
Instead of the promise that the “grind” will allow players to eventually make it to end-game play (even if it took much time), there are now no guarantees. This alienates new players.
There’s no “agency” any more. Before, new- and mid-level players could control their advancement by deciding where to spend resources, as they selected which gear to upgrade in what order.
That was a huge part of the game’s appeal to new players. It gave them the promise that - with effort, determination (and, yes, probably spending $ along the way), that they could advance through the game. It encouraged them to try out different gear pieces at rare & epic level, find the set(s) they liked, and then work hard to improve that gear, piece by piece & set by set.
But now gear and game advancement has been turned into nothing but enslavement to the arbitrary RNG gods. This is not attractive. … There are other and cheaper pay-to-win games for customers who want that experience.
Further, there’s no regular “positive feedback” that was once provided by slowly upgrading gear. Instead, opening chests (pulling that ‘slot machine’) is just one disappointment after another – almost constant negative feedback. Terrible psychology.
Random drops for end game players (“hey, try out this new option!”) is one thing. They already have their established high-end hero to play with. I can see that being positive.
But for the pre-end-gamers (i.e. all the rest of your present and future customer base), being dependent on random and uncontrolled drops for upward advancement (rather than “lateral” exploration) is terrible.
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And, no, “But you can use aether to get assured higher end geaar from your followers” is NOT an answer … because new and mid-level players haven’t advanced their followers to that point. They can’t do that yet either
Nor will that motivate them to spend $ to advance followers. Because with no ability to select what random gear they’ll get, that’s just “pay $ to pull the slot machine lever” again. It’s just more discouragement.
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I saw another mid-level (legendary equipment) gamer in chat put it well today: something like, “Well, I’m getting no mythic drops and doubt I’ll see any. So I can no longer advance. So this now a ‘done game’ for me. Time to go find a new game to play. Bye.”
As the effect of 3.0 sinks in, I think that’s going to be the reaction of many - perhaps a majority - of your new/mid-level customer base.
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** PROPOSED SOLUTION
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You HAVE to return the ability to gradually improve lower-tier gear to mythic.
That is - IMHO - make or break for the long-term viability of the game.
And I think this should be done ASAP — make it update 3.05 – because every day that’s not true, you’re hemorrhaging customers.
Restore this ability to players while keeping the other 3.0 changes will give you the best of both worlds.
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Here’s what I think would be the simplest post-3.0 fix to do so, rather than simply reverting pre-mythic gear to the pre-3.0 system (which, in some ways, would be best.)
Add a new “honing” tier to rare, epic, and legendary gear.
That tier would be “upgrade this gear to next level of rarity.”
It would cost aether to do so… more aether for each rarity, naturally. That rate should probably be about 100%-200% (no more) of the “make random gear” levels – e.g. to ‘hone’ an epic piece into its legendary version would cost, say, 150 aether.
This would completely restore the ability of low- and mid- level players to make gradual “guaranteed” progress, and restore their agency to selectively improve gear, all while still working within the new 3.0 framework.
And it would leave all the mythic/end-gamer changes in place… as well as (I’d guess) being mostly if not entirely compatible with planned 3.1 and 3.2 changes.
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Arguably, with this change, the ‘honing’ costs shouldn’t be refunded when quality gets upgraded. (They absolutely should still be refunded if a player choses to salvage honed gear rather than upgrade it to the next level of quality.)
Players will balk at this (I do myself as a player), but, from the ‘business’ side, it makes sense. You want players to have to keep grinding (and maybe investing $) to get the stuff they need to improve their desired gear.
“Losing” those honing resources would become part of the cost (in addition to the aether) of improving an item’s quality. And that’s very expensive, in terms of time and resources!! … far more than upgrading quality used to be pre-3.0.
So, in that case, best if it’s no more aether than the make-random-gear cost – E.g. 100 aether for fully-honed-epic → unhoned-legendary conversion … plus, implicitly, all the honing costs used improving that epic. Any more than that would become absurd and disheartening … maybe even that already crosses that line. I’m not sure.
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In compensation, if those honed resources are not refunded for quality-improved gear, the “drop rate” of the honing items (runes, etc) needs to be significantly increased - else you’re just exchanging one set of frustrations for another.
NB: This increase would be a good thing for the business side, though, because every time a player gets something they need to help advance their beloved gear piece, it’s a moment of “positive feedback”. You want those positive moments, because it will make players more, not less, willing to spend $ on their gear.
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And the post-3.0 game URGENTLY needs a lot more of those “feel good” moments. Right now, those moments - after 3.0 - are critically lacking for new- and mid-level customers.
Developing gear used to give that feeling of control, reliable (albeit slow) progress, and encouragement with each little step forward. … That was good game design psychology.
Stripping away that control and regular advancement to, instead, enslave players to waiting on the “slot machine” of opening chests for the vanishingly rare useful drop … well, that has made the new- and especially mid-gamers’ experience nothing but one frustrating disappointment after another.
These are exactly the customers you need to be encouraging to invest more time, interest and (eventually) money into the game as they advance to mythic, where they’ll join the ranks of big- and reliable-spenders.
Absolutely shouldn’t be discouraging these customers, as 3.0 has.
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** SOME OBSERVATIONS ON PSYCHOLOGY AND MONEY
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I recognize that the game has to make money. And, to do so, to encourage players to make micro-transactions.
While 3.0 is most likely doing that for end-game players, it is also slapping the new- and mid-level players across the face by making it “pay to win” from the get go.
That’s bad psychology.
You want to entice your early- and mid-level players to invest time and interest in the game by allowing them regular advancement and rewards. Not hit them with demands for money up front. They’ll go elsewhere if you do that.
You also want to give them a sense of regular (even if slow) progress – that’s the dopamine hit – and give them a feeling of control. 3.0 stripped that away ENTIRELY for new- and mid-level players.
To entice those newer players to commit to and eventually invest in the game, they should see microtransactions as ways to “save time” and “reduce grind” … a short-cut, a “time saver” … and absolutely not the only way forward.
You have to get players to be interested in and commit to playing the game first, then ask them to invest more $. Not the other way around.
Get them to feel “hey, this is fun, and I’m making some progress … definitely worth spending some money to increase my rate of improvement.” Rather than, “wow, I’m stuck and just spinning my wheels here. Guess I can only progress now by spending money. Should I do so? Nah … I’m not having fun any more. Why pay $ for something that isn’t fun?”
Save the “pay to advance/win” stick-ups for the end-games who have already committed much time and effort into the game, and who are more likely to shell out a bit more $ rather than just abandoning the game in disgust!
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As it stands, right now, you are going to drive away a fair bit of your non-end-gamer customer base, and attract very few new players to commit enough to join and advance to that end-game level.
Meaning that, financially, the only way forward will be to continue to move the goal posts and try to milk your existing end-game customer base for more and more $.
And, each time you do so, you’re going to lose a % of those customers … customers who won’t be replaced by new blood.
That’s a death spiral.
Go down that path, and I wouldn’t be surprised if the game ceases to be financially viable after another year or so.
And maybe that’s okay with the devs. That is, after all, one game-design model. Short-sighted, imho, and alienating to your customer base, but a model that some companies (many now defunct) do seem to follow.
If that’s not their plan, though, things need to be fixed!!
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There’s other observations/suggestions I could make… but I think this “restore the ability to upgrade low-level gear to mythic” one is far and away the most crucial … plus, this post is already too long, so I’ll leave it at that!
I hope it’s helpful!
-Switch