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Codename Entertainment
Gating and the state of the game

7 Posts
Link to post - Posted January 22nd 2015 at 3:29 AM
Hentaihero
Before I begin I would like to state up front that this is all opinion, so try to take some of it as such and don't get too flamey if you disagree entirely.

A little bit about me, to start us off. As an entirely unknown name in the community I feel I must give a little context. I've played pretty much every MMO in existence at a highly competitive level, or at the very least, semi-competitive. I find relevance there because as much as this seems to be a "time based" type of game, it also seems to borrow heavily from MMOs or RPGs in general which I have a pretty strong knowledge and grasp of so I feel I know what I'm talking about, at least a little.

Which brings me to my single gripe with the game, that being the immense level of gating attached to literally everything in the game. That is, of course, unless you wish to pay, which I understand to be the driving force behind the system being in place but still I feel like this could be better suited to the buffs and gems already in place or even cosmetic items.

Energy based games are almost an instant turn off for me. In fact, I almost didn't play SoT after realizing it relied so heavily on such a system. Luckily, the game's humor and fairly fun mechanics drew me in and kept me there long enough to stick with it. That being said, even I find gating through use of energy and caps to be fine, in small doses, which brings me to my suggestions.

Gating is great to extend end game. With leveling and basic gearing and material gathering, however, it feels like nothing more than an artificial extension and moreover, often a punishment to me. Keep the HoT once a day (or maybe make it twice, because purples are nice too) and keep Paragon Brotherhood stuff at 20 a day so that when you log in every day there's a fairly clear path for what to work towards as an *eventual goal*. However, take away caps on MPs and Single Player missions to give players something to do continually. It feels bad (again, I say all this under the guise of "me") to be able to be "done" for the day. I know a lot of people may think they like such a mechanic. "Well, I can log in and do everything I need to do and then I'm done with this game for the day." In reality though, a large portion of people I know would take it as "If I don't log in today I'll miss out on a full day worth of progression." which can feel punishing.

Take the caps off PVP or at least make them larger. As it stands, PVP currently, especially for a low end or mid-range player just getting into it, is a big game of maintaining a balance within a range of players you can easily defeat strictly for the purposes of your 5/10 victories for the day so that you can attain your 65 devotion rewards for the day. This makes competition nearly intangible. How is a player supposed to advance within a pvp bracket if to do so could seriously hamper the amount of resources and especially free shardium that they can attain in a given week? Taking away the cap or raising it would allow players to strive ahead of their current lot within the game, reaching to attain higher ranks and diversifying the various level pools of pvpers while still allowing them to finish their 'daily tasks'.

Now with these two main points being made I feel like the biggest crowd that will be against such changes, or at least heavily criticize such will be the 'elite'. Players that already pretty much have everything because they started earlier, or, do in fact, spend a little cash on the game. And really, that's fine. They put the work in and all that. However, I feel like these changes could be in their best interest too. Aside from helping newer players reach cap and gear up in blue items faster, thus making the pool of people getting ready for or entering the 'end game' bigger, it would also allow such players to farm up materials for things like rerolls and the eventual crafting system at their own pace. The fact of the matter is, some days you just have more time to play. Wouldn't it be nice if on such days you could, say, run 20 MPs to gather blues to salvage to save up for rerolls for that next HoT epic you would soon buy, and then the next day, when you had less time, you could allot the time you do have to running HoT and doing your 20 various Paragon accepts?

There were probably other points I had to make but I got a little drunk and came back to this so I'll leave it at this. All told, I very much enjoy the game, and on top of that, you guys at CNE have top notch player support. I've opened two tickets and they've both been answered promptly and efficiently. Everything I said here I said because I want to see the game thrive. Sorry for the many walls of text and thanks for taking the time to read this if you did.

Either way, just my two cents.

TL;DR

4 Posts
Link to post - Posted January 22nd 2015 at 12:00 PM
Ork
I wouldnt mind an increase on MP tries, or have them stack to a certian point like the energy does (say 10 tries max, 5 refresh a day would make me a happy guy. :) )

273 Posts
Link to post - Posted January 22nd 2015 at 2:23 PM
TsukasaWM
I think the biggest problem against this is the current lack of content overall. Don't get me wrong, I'm not a fan of limits either, at the same time, what here at the moment barely takes any time to complete as is, and people are already bailing out at the current pace, make it faster to complete everything is just going to make that worse. That aside, my main comment would be about,

"It feels bad (again, I say all this under the guise of "me") to be able to be "done" for the day. I know a lot of people may think they like such a mechanic. "Well, I can log in and do everything I need to do and then I'm done with this game for the day." In reality though, a large portion of people I know would take it as "If I don't log in today I'll miss out on a full day worth of progression." which can feel punishing. "

I don't want to come across as dismissive, but it just isn't something realistic of this type of genre. I'd argue to an extent those people just aren't the target audience for this type of game.

That aside, I'll leave off with what I've said since Alpha. The game is great, but they pushed it out and forward waaaay too soon and too fast. This type of game can't and won't last with the same type of update schedule as BW2.

221 Posts
Link to post - Posted January 22nd 2015 at 6:51 PM
Elharith
I have to agree with Tsukasa about the update schedule. If I have to wait 6 months between updates when I've maxed content before the level cap is raised and there is new "real" content rather than make do content, I'm not going to feel inclined to spend as much time in game as I have previously. The chat and friends are keeping me here now. If they leave due to boredom (some already have), then what?

91 Posts
Link to post - Posted January 23rd 2015 at 7:39 PM
Last Edited January 23rd 2015 at 7:39 PM
shikitenshi
you're right El, I still play only for meeting friends and chat. I would have nothing against more pvp or multiplayer but I doubt I would play more. the game is already too much life time consuming. I rarely do more than 10 arena or 2 multiplayers .

7 Posts
Link to post - Posted January 30th 2015 at 4:12 AM
Hentaihero
You could be very correct in that regard, Tsukasa. Maybe I just play a little too 'hardcore' for the audience a browser game is aimed at.

Either way, here are a few other things I think would go a long way towards improving the overall feel and experience of the game. Mostly 'quality of life' changes.


Trading Post: Trade lumber, gold and companion exp for each other at a discounted rate (for example, you could trade 100 lumber for 75/50 of another resource.). Also gems for same level, different colored gems so you can get ones you want. Perhaps even crafting materials added to the exchange as well.

Cut-scenes: Make cut-scenes skip-able after the first time seeing them, perhaps with a check box on the Multiplayer/Campaign Interface that allows you to outright disable/auto skip them. If not this option, than AT LEAST don't make the chat box disappear. I understand you want the neat little story bits you put a lot of time into to be seen by the player base, but after the hundredth time they just become annoying and tedious and losing the ability to communicate with your group or in world chat is tenfold.

Daily Cooldowns: If you're going to keep everything locked behind a daily limit, I would love to have a list, all in one place, of all of these. I know the 'Daily Tasks' page and the little list of all the timers you have under the resource panel in the top left *kind of* handle this function, but it would be nice to be able to tab to a page that has it all listed out so you can keep track of it all a little easier instead of having to click around to each little building and such. Also, maybe add the Paragon Brotherhood task refresh timer to the list of timers under the resource panel.

e.g.:
Daily Cooldowns Remaining
14/20 Arena Battles
3/5 Multiplayer Instances
2/10 Single Player Missions(I know this one is 'energy based' but everything you can do with energy requires twenty so it's like you get 5 a day and a cap of 10 so...
15/20 Fishing
1 Hall of Trials Reset
4/5 Tax Levies

Combat Display: Add mob health either numerically or as a percentage to health bars so it's easier to gauge how much damage you need to do to them instead of eyeballing the bar and guessing. Also, an action order list and/or battle timers would be nice so you know what order you are in comparatively to your group members and the mobs.

Currency Tab: A tab where all of the various currencies in the game can be viewed, all in one convenient spot. Namely, Paragon Tokens, HoT tokens, Shardium and Guild Contribution. Alternately, add these to the current resource panel in the top left of the screen.

Perhaps add the Bounty MP to the Shard Gate list.

And last, but certainly not least, please get rid of or do something with this card shuffling crap. It, much like the cut-scenes, becomes largely a nuisance after the millionth time.

7 Posts
Link to post - Posted February 5th 2015 at 12:31 AM
Hentaihero
Bump because I'm a cave dweller who feels the need to be heard

221 Posts
Link to post - Posted February 5th 2015 at 8:55 AM
Elharith
Henta,
I like the ideas you listed in your last post prior to the bump; particularly the Cut-scenes and card shuffling deletion. I would love to have a trading post, and the combat display would be very helpful. Keep up the suggestions. Maybe one of them will take root and grow.

7 Posts
Link to post - Posted February 6th 2015 at 6:14 AM
Hentaihero
Thanks Elha :)

6 Posts
Link to post - Posted February 7th 2015 at 9:45 AM
Eleanor
I'd like to suggest some improvements for slow computer/internet users, like myself. It's nice that in desert we need to hide and run to get 3 stars on "loot" but make it as after getting the chest, we can fight its guardian, so if we lag, or have to refresh, we can still get the 3 stars. on time score, make it longer for 3 stars, maybe 1.5x longer, and I mean MP too. It doesnt make sense, that if we lag, the timer keeps counting, and it should be more "stats-based" like, and not so "good computer/connection". Also, make it as Hentaihero and Tsukasa said. Keep in mind that we all understand that you want to make money with the game, but please make the rewards better and if slow computer users dont have to spend loads in a better computer, they will have more money to give you ;)

6 Posts
Link to post - Posted February 7th 2015 at 10:12 PM
asagefever
Those cut-scenes and the card shuffling are dreary. Love CNE player support,they are consistently prompt, and helpful.This is my first try at this type of game, so I can't comment on your other thoughts.
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