This post contains spoilers about the rewards from the new Quantum content released in 7.35, so read at your own risk!
The new Quantum content is really fun. The fight is great, and the scaling system is a nice idea. However, I feel like there are still some issues, and the biggest one is probably the reward system:
When completing the content, you receive multiple "Sack of First Light" as a reward. When turning them in, you have a chance at two mounts, a parasol, and around 99% of the time just a "fragment", of which you need 99 to trade for a mount or parasol. While I enjoy mount farming, this is not enough at all. I know many people who think the content is interesting but have no interest in doing it because they don’t care about mounts.
Possible solution:
Add more variety of meaningful and proportional(!) rewards like minions, special glamour, more fashion accessories, expensive dyes, upgrade materials, or even gear!
Savage released many months ago, and this content is as hard or harder than Savage. Finding people to do Savage now is a nightmare, and some players might simply not want to repeat it after all this time. Adding Savage-level gear to Savage-level content would give some players an incentive to participate again.
You could also include special items, like unique glamours or cosmetics for clearing it perfectly without deaths (though I’m not sure if clearing with dying is even possible at this point at +40). In general, the game needs a larger variety of rewards that match the difficulty of the content. This would give players more reasons to repeat the activity and offer alternative sources for valuable items.
I think this issue applies to most content in the game right now. Many types of content only reward a very narrow range of items. Quantum only really rewards mounts. Alliance raids mostly give glamour, minions, and orchestrion rolls. Dungeons provide gear, which is really just glamour, plus the occasional minion.
Yoshi-P recently stated that he wants to make the game appeal to everyone, ensuring that every piece of content attracts a wide audience. While the team has delivered in terms of difficulty, the reward systems are actively working against that goal. For most players to engage with a piece of content, it needs rewards (whether items or experiences like high difficulty) that appeal to different kinds of players. A broad reward pool ensures there’s something for everyone and gives more people a reason to play.
To clarify, this does not mean that I want everyone to get everything just handed to them at all. Things need to stay exclusive to a point.
Continue reading...
The new Quantum content is really fun. The fight is great, and the scaling system is a nice idea. However, I feel like there are still some issues, and the biggest one is probably the reward system:
When completing the content, you receive multiple "Sack of First Light" as a reward. When turning them in, you have a chance at two mounts, a parasol, and around 99% of the time just a "fragment", of which you need 99 to trade for a mount or parasol. While I enjoy mount farming, this is not enough at all. I know many people who think the content is interesting but have no interest in doing it because they don’t care about mounts.
Possible solution:
Add more variety of meaningful and proportional(!) rewards like minions, special glamour, more fashion accessories, expensive dyes, upgrade materials, or even gear!
Savage released many months ago, and this content is as hard or harder than Savage. Finding people to do Savage now is a nightmare, and some players might simply not want to repeat it after all this time. Adding Savage-level gear to Savage-level content would give some players an incentive to participate again.
You could also include special items, like unique glamours or cosmetics for clearing it perfectly without deaths (though I’m not sure if clearing with dying is even possible at this point at +40). In general, the game needs a larger variety of rewards that match the difficulty of the content. This would give players more reasons to repeat the activity and offer alternative sources for valuable items.
I think this issue applies to most content in the game right now. Many types of content only reward a very narrow range of items. Quantum only really rewards mounts. Alliance raids mostly give glamour, minions, and orchestrion rolls. Dungeons provide gear, which is really just glamour, plus the occasional minion.
Yoshi-P recently stated that he wants to make the game appeal to everyone, ensuring that every piece of content attracts a wide audience. While the team has delivered in terms of difficulty, the reward systems are actively working against that goal. For most players to engage with a piece of content, it needs rewards (whether items or experiences like high difficulty) that appeal to different kinds of players. A broad reward pool ensures there’s something for everyone and gives more people a reason to play.
To clarify, this does not mean that I want everyone to get everything just handed to them at all. Things need to stay exclusive to a point.
Continue reading...