If you check some of my previous posts here you can see some of my considerations on some of the “whats and whys” of the changes. I don’t thinks it’s about keep people spending, more like having a chance to make people spend here and there eventually to fasten their progress, not about making people use money as something essential to make progress.
I’d be happy with scaling of individual rewards - even somewhat brutal scaling that made drops very expensive later in the week - but the hard cap is a terrible disincentive to play at this point.
People are hard wired to love incremental progress, no matter how small. Take that away and you get reactions like the ones we see now. I hope this is helpful feedback for the current testing!
I’m in the number 2 guild and it hasn’t affected my time/commitment at all. I’m actually re-invested long term bc I want the guardians, but otherwise I’m unaffected. They also got the first purchase out of me in a long time bc of the Seals IAP and my desire to support the guild. The balancing adjustments they locked in for the Seals are basically right around what I was doing anyway and the 100k or so of extra gold I have every week will be going to Gold Keys for Minors and Commons. Life is good!
Nearing the end of the 1st week, and a kind of lethargy is setting in. At the point where guild has reached the highest level on guardian statues as we can hope to expect, and our cap on seals (individual caps) has been topped. Almost reluctant to gain another level, win a battle, do, whatever, knowing I’d be wasting an opportunity for a seal next week. A rather unexpected side effect for me of this great new update. There’s always chat, though, eh?
¯\(ツ)/¯
It would be interesting to see the stats on what percentage of players do actively complete them.
They will need to be updated to take into account all the new modes and features that are coming. To make them more interesting I think the requirement for each could be halved (at least)
I agree that they’ll need to update them, but the requirements are probably OK if they want to keep people occupied for a while. I know you don’t find them worthwhile at the current levels, but now that PC/Mobile folks are complaining about having nothing to do once guild tasks are done, they probably won’t change the personal tasks much. At the current levels, they probably take an hour or two most days, with as little as 20 minutes if everything lines up and multiple hours if you get the 75 battles task. I’m sure people will complain no matter what they do.
I think it is impossible to determine whether or not they should be changed without seeing the completion rates. From talking to people I would say it is very low though
I do the tasks while I meet my guild requirements. I can usually build decent PVP teams to fit most tasks now, and although I know it slows me down a little bit, I like the variety to gameplay that it introduces. Some tasks I’ll just ignore (Arena mainly), and if it’s one I really don’t want to do, I’ll just have a team sitting there for when I get a 1 peasant defence team or a bad mismatch in my favour (I had two level 4 players come up in revenges yesterday).
Once we get explore, that should provide another useful outlet. We’ll be able to combine traitstone farming with task completion, which will be much better than grinding challenges right now.