Now that we are nearly at the end of the event (don't forget to spend your tickets!) I feel like we can give some honest feedback on how we've experienced it. I apologize beforehand if this should have been multiple separate suggestions, but considering this is all related to the balancing of the event, I felt it most logical to be in a single thread.
What I absolutely loved:
- The battlepass; the concept, the rewards (although I felt the rewards didn't always fully correspond with the level and the effort it required to complete) and the fact it was available for pebbles.
- The lore; loved the little introductary blurb
- New stuff! The consumed companions are amazing (and I still wish the KS companion consumed counterparts would be made available to everyone)
- Stuff soft retiring; you need these kinds of rarities for the longterm longevity of the game, and the fact stuff soft-retires, as opposed to hard retires, doesn't make it completely impossible to obtain these things in the future.
- The event lasting one month! Although this is a bit of a double-edged knife that I will come to later, it is nice that there is a bigger grace period so that even when you have some busy days or weeks you are most likely to find some time to play during the time the event is live.
Now onto the things that can be improved:
- There were a whole bunch of new items! A couple of those items are returning each pack event (so every 3 months). A bunch of items are returning each ice-run event (so every year) and a bunch are soft-retiring at the end of the event. It is fun to have new content, but with the amount of them soft-retiring, I felt like the amount was a tad high.
- The price of the items. This made the above point a bunch worse. On days where I was able to fully immerse myself in the grind for tickets, I managed to scrounge together maybe 1k tickets a day. Which was enough for only 3 or 4 items. And that grind burnt me out really fast. Definitely not something I was able to keep up for a month.
- The voucher drop rate. This
bit is split in two. One is the amount of vouchers rewarded from the
little quests. The amount of time and effort that went into some of these
quests (win 30 arena rounds, combine 60 tickets in the arena) did not
weigh up to the amount of tickets they reward. Not by a long stretch. Two
was the drop rates of tickets through other means that weren't the quests.
E.g. drops in the campaign (abysmally low), rewards for the arena (pretty
low for the amount of effort it took, and the risk of loosing), the trials
(felt pretty balanced) and releasing wolves (felt pretty balanced as
well), Oh and the battlepass ofcourse (great addition! Absolutely loved
it, although the grind was a bit steep with the current way the event
worked)
All in all the amount of items and their prices, combined with the slow grind to get the vouchers necessary to buy them made this a pretty hard event. Now here is where that double-edged knife I mentioned comes into play. As mentioned before, during my incredibly focused, all-day-spent-on-LW-days I was able to get a decent amount of tickets, but this isn't something that I or most people can keep up for long or even have the luxury of doing. The event lasting a month is good, but it almost requiring you to farm intensively all month long isn't - Flow: Flow is an important aspect of gameplay and enjoyment (as well as efficiency, it really is something that can happen in all aspects of life, such as work, cooking, working out, cleaning, etc.) The way that this game was set up, with the seasonal quests being the only reliable way to obtain tickets and what these specific tickets entailed (combining 60 cards in the arena) was very disruptive of the flow. The fact that you constantly had to switch back and forth between the campaign and the arena, and you weren't even able to play the arena as you wanted because of the specific quests you needed to work towards, made flow pretty much non-existent. It makes it feel more grindy and a lot less enjoyable.
- Repetitiveness; this is a hard one because with games like this, a lot of it will be repetitive. However, limiting the ways to obtain tickets to pretty much the quests, which only alternate between arena and campaign is painfully repetitive.
I think this touches upon the main painful issues. So onwards to how I think we can improve this.
- Increase voucher droprates through regular gameplay. The fact that a full stamina bar of campaigning more often than not netted me only a single ticket, is just ... yeah. The drop rates need to be increased to account for the amount of items that can be purchased and their prices. Most important is that this is balanced on the gameplay of the average casual player, and not the whales that can farm all day long.
- All gameplay related actions can give vouchers. To combat the repetitiveness, and allow for people who enjoy different parts of the game to not make it feel like they are wasting time, I think all activities around the site should have a chance to drop vouchers, in the same way that moonstone shards can drop whenever you are farming, hunting etc. Obviously there should not be a daily limit (Personally I think the limit should also be abolished for moonstone shards, but that is a discussion for another day) and the droprate should be significantly higher than moonstone shards. Gameplay related actions that could be suitable for this
- Professions: things like farming, hunting, mining etc. should have a chance to drop vouchers
- Playing with companions: I think this would also be a great addition and accessible to both new and old players. The droprates, in my opinion, should not be dependent on the rarity of the companion, but simply the act of playing with a companion should have a chance to drop vouchers
- Birthing new pups
- Breeding two wolves together
- Completing daily/weekly tasks
- Rebalance the voucher rewards for the seasonal quests, based on the time and effort required. I think this one doesn't need too much explanation, but some of these quests were significantly easier to complete than others while the payout was only marginally lower. This needs to be rebalanced.
- Change the way these seasonal quests work. Bit of a backstory, but I have had it happen more times than I care to admit that I was fervently combining tickets in the arena only to realise after 15 minutes that that quest wasn't active at all, and I had to win 30 rounds (instead of combine 30 tickets). OR I would spend 100 explorations in the campaign without finding a single boss. And then the moment I complete the last 'defeat x boss'-quests, I find 3 in a row. This feels wasteful. This doesn't feel fun. Instead I would love it if:
- All quests are active all the time: instead of having 6 quests that cycle (forcing you to play a specific part of the game) I would love it if all available quests are active all the time, and renew all the time as well. So the moment I defeat 5 bosses, the counter starts counting towards a new ‘defeat 5 bosses’ quest.
- A greater variety in quests: Involve more parts of the game into these events, make it more inclusive. And allow people to play the part that they enjoy or are best at. Include fishing and farming (perhaps the soldiers need food to fight the consumed threat), mining, hunting and crafting (maybe the soldiers need tools and equipment for the threat). There are loads of ways to incorporate more parts of the gameplay that would fit logically. Plus it allows players to do the things that day like best, finding their gameplay flow, without being punished for doing things not rewarding tickets.
I think I've touched upon the things I wanted to most. I did enjoy the event, but despite not having one of each item, I am honestly to tired to even try to get my hands on those last ones, which is saying something. Even more so when I already get tired just thinking about the fact these events will take place 4 times a year. So I hope I had some good ideas here and look forward to seeing improvement for the future events.
A few other things I'd like to note are:
The game is still quite new, and obviously there are going to be some bugs and stuff to work out. I think it would be beneficial if communication on these things is done at a faster pace and in a way that it is accessible to all.
What I mean is, I saw a few days before the end of the event that someone had post a bug report about not been able to play the arena at all because of a loading problem. Combined with the fact that ticket drop rates through gameplay are low, and there was no way to refresh the event quests, that meant that they were out of luck in terms of farming for tickets. Someone replied to their bug report that the current 'official' workaround was to end the arena and start a new fresh round. This bug is something that should've been acknowledged the moment is was reported (acknowledged as in posted on the front page 'we are aware this is happening and working on a fix'), honestly should've been given top priority to get fixed since the arena was one of the main parts of the event, and the temporary work around should've been posted on the front page for all to see as well.
Make use of that front page and communicate with players.