This relic step really confirms for me that the developers likely do not play their own game, do not test their game, or don't listen to feedback from the English audience.
Tying the amount of aether that a player receives to the level of a duty when the player has absolutely no control over what duty they may end up getting into is a decision that makes very little to no sense. You are punishing a player over something they have no control over, as they are required to queue for a roulette (which is entirely random by definition). This cascades into further punishing players, as people who are trying to efficiently fill their Aetherwell array are rewarded for leaving the duty, and the players that remain have to wait for a fill and struggle in the meantime.
How are those leaving rewarded? Well, the 30min wait time for leaving a duty is meaningless if the player that leaves receive higher aetherpool rewards for getting a different duty. Sometimes the amount is doubled or even tripled the amount they would have received initially if they had stayed (ie. leaving a lvl 50 duty and getting lucky and getting into a lvl 100 duty later).
This kind of decision making and game design is incredibly perplexing. I would understand tying aetherpool to level if the players had ANY CONTROL over queuing for the duty in question, but punishing players for things that are entirely outside of their control?? It's made even worse that the ONLY option to complete this step is roulettes and ONLY ROULETTES. Who okayed this decision? Was any thinking involved in this, at all? Supposedly you're listening to feedback, but the feedback is overwhelmingly "more options to complete relic steps", and yet the result we're getting is.... no options?? What feedback are you listening to? WHO are you listening to?
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Tying the amount of aether that a player receives to the level of a duty when the player has absolutely no control over what duty they may end up getting into is a decision that makes very little to no sense. You are punishing a player over something they have no control over, as they are required to queue for a roulette (which is entirely random by definition). This cascades into further punishing players, as people who are trying to efficiently fill their Aetherwell array are rewarded for leaving the duty, and the players that remain have to wait for a fill and struggle in the meantime.
How are those leaving rewarded? Well, the 30min wait time for leaving a duty is meaningless if the player that leaves receive higher aetherpool rewards for getting a different duty. Sometimes the amount is doubled or even tripled the amount they would have received initially if they had stayed (ie. leaving a lvl 50 duty and getting lucky and getting into a lvl 100 duty later).
This kind of decision making and game design is incredibly perplexing. I would understand tying aetherpool to level if the players had ANY CONTROL over queuing for the duty in question, but punishing players for things that are entirely outside of their control?? It's made even worse that the ONLY option to complete this step is roulettes and ONLY ROULETTES. Who okayed this decision? Was any thinking involved in this, at all? Supposedly you're listening to feedback, but the feedback is overwhelmingly "more options to complete relic steps", and yet the result we're getting is.... no options?? What feedback are you listening to? WHO are you listening to?
Continue reading...