Console devs, lets talk tasks

Neither make a HUGE difference. You can build a perfect team and still lose to a lucky cascade

Just curious, how do you know this?

I had to personally explain a lot of this game over XBLA chat to my friends how many aspects work and why, what to do, etc. (even if I got some stuff wrong at the time). They were very thankful. 2 of them after a few hours 5-10h were feeling ā€œlostā€ I know the tasks are supposed to help but one of my friends said he was ignoring themā€¦

Donā€™t misunderstand me, in general Tasks are a good think but maybe some addition info at the 5+ hour playtime?

I donā€™t knowā€¦, how do ā€˜theyā€™ know some people are out striping them 1,000 to 1 (or x100)?

Edit: Iā€™m not attacking your conclusions , In my super small group of players this did not even come up.

I mainly play console over pc cause the tasks kept me entertained and thought it helped break up the boring pvp grind.

I have neglected all my shiny new AAA titles for months now. I think in a months time I will be wiping away the dust :wink:

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No! Keep them dusty! We like having you around.

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Part of the task rework (which really wasnā€™t a huge deal, but it was MY deal so I bring it up a bunch) was to help smooth out some of that 5-hour-mark confusion. If theyā€™re ignoring tasks it wouldnā€™t help, obviously, but tasks are pretty popular so I think itā€™s a good place to leverage additional learning.

And how do I know? Thatā€™s a complex question. The game runs off a database that stores certain events, which we track over time. We make theories about why the data shape is what it is, make changes, and then see if we can validate our theories. A year ago there was concern about a very specific point in the tutorial where we lost about 30% of players. Console made some changes to the tutorial in response, and we were able to drop that to 15% of players. So in that case I feel confident that we were properly addressing the root cause.

Similarly, we look at the data every week or two, and try to identify places where weā€™re losing people. Whoā€™s not coming back? What similarities do they have? What were they doing the last time they played?

The fact that console and PC/mobile are different communities is very helpful, because it gives us additional data points to compare.

The math is complex, but players divide into two groups - high-earning players and low-earning players. Thatā€™s totally fine. But at a certain point - after a certain number of hours playing, these groups diverge in their habits. And this happens only in one ecosystem - the one where the income disparity is markedly higher. So our theory is that the greater income disparity is driving low-earning players away. Thatā€™s a good match for the data.

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I donā€™t wee why youā€™d think low earning players are leaving because the top earn moreā€¦ they donā€™t know what we earnā€¦ how would they? fact of the matter is a lot of low earning players will quitā€¦ this is a free ps4 game (there aint many) so people will try it outā€¦ some people like trophies so some will just earn a few and jet others wonā€™t care for the gameā€¦ but do these people know how many gems or glory I get per week? I really doubt itā€¦

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Iā€™d like to agree with DemonicDraco when he said tasks are useful to keep people playing. Even though a number of the tasks can be uninteresting (e.g. use troops from a certain kingdom and having the game freeze each time you change teams, or use a certain banner and having no other way but check online which colour must be used) it has kept me playing when monotony set in.

Itā€™s natural to want to complete them; but I think playing more should reap more, I accept people are earning a lot more than me. The 100 glory for treasure maps is a favourite as its the only way to make any decent glory - and I have accepted waiting for particular weekly events is the only way Iā€™ll ever get the arcane traitstones I needā€¦ If thereā€™s ever a red/brown troop then I will unload all glory to trait jarl and sheggra.

Changing the tasks may be even better but it seems people are sceptical. An example of these new tasks would be great to seeā€¦

because its bullshit.

The reality is that people like to feel rewarded for effort, removing that from the game by ā€œleveing/equalizing rewards regardless of effortā€ is a terrible terrible design choice that will destroy this game completely and turn it into another completely forgotten 20 active players hasbeen on every operating system.

What this game has going for it is that its an addictive slot machine with some custom optimalization through intelligent team synergy building. Two things that work well with the human psyche because they both feel like personal rewards, they feel like being favoredā€™.
However this rewarding atmosphere is completely cut off constantly with too little to do and the things that can be done giving too little reward. (arena anyone?) and now the reward for this effort is even being cut more short by this policy of ā€˜focus on the rewardā€™.

The focus should be on removing the element that constantly stops people from playing, to be more addicting. Not to be less addicting by acting like people who are too lazy/dont want to play as muchā€™ should be equally rewardedā€¦ man this is as if im having an ā€˜entitlementā€™ discussion in a radical feminist forum here.
How is that ever a good idea anyway, oh and the biggest source of income isnt even tasks, its guilds. Want to cut ACTUAL differences in players? Start looking there. The difference of income between a lonewolf and a corporate-guild is extreme. The difference between playing sometimes and playing often players is not by a long shot and even if it wereā€¦ it would still be earned.

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I went from a Guild where I did 75% of the Contribution (I earn 400-500k, 250-350 trophies/week) to the now #2 Guild. There my Contribution is like 5-10% of the total.

The resource gain difference is exactly how @wskill put it. Extreme

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Iā€™m well aware of the problematic guild rewards. But the task system is the thing I have direct control over, so thatā€™s what I put effort into improving. Complex economies are dangerous to change quickly - which is why weā€™ve always made incremental changes, re-evaluated, and then adapted.

Making decisions based on speculation is very dangerous - we prefer to use data. And using data means careful changes and measurement. Trying to apply ideology to these sort of changes is exactly the sort of thing we try to avoid.

Guild tasks absolutely and desperately need work. Furthermore the resource gain over solo non-guild members is INCREDIBLE!!!

To play devils advocate: I would love it, if you had to defend ending the cycling of guild tasks, 4 per day and your DONE until tomorrow to the greater community at large.

Any timeframe when we can see the 1.95 update? It would be nice to stop with all the speculation on our part.

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Not yet, but soon. Still squashing bugs.

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So hopefully still time to report a few more then.

Will happen after 2.1 is released on mobile/pc

Youre not improving it, youre ruining the game if you remove reasons to keep playing, weve told you countless times the problem with tasks is that they sometimes make us stop being able to do tasks, what is your solution? stopping all tasks. :confused:

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What about pc/mobile. They have no tasks so why do they keep playing?

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Because you dont know any better, and also because the pc version has alot more content.

I find the tasks to be useful to try something different and the added rewards are always a plus.

But being as Iā€™m probably in that top 1% on console, Iā€™m finding good guild work is where the overwhelming majority of bonuses now come from. Seeing it ā€œnerfedā€ from my point of view is less of an issue especially if it ends up ā€œbuffedā€ from the point of view of lower players because this way it can help infuse some new blood into the game and get then to a point where things are more self sustaining for them and the need for tasks is less.

And Iā€™m sure a few other 1%ers may disagree with me cause who wouldnā€™t want more free stuff, Iā€™m looking forward to a change in the system because for 1, some tasks are not fun to do and those get me to turn off the game faster than having no task, and 2, some rewards are supposed to be greater since the task may be more involved. Even if the net is less than doing small tasks repeatedly, Iā€™d rather see something of greater value for more work put into a single effort.

Plus on top of this, even more changes are in store a few months down the road. The 2.0 PvP offers more resources than are available now and would be available to everyone. The system makes the PvP far more worth doing and feels far less of a grind and this is coming from someone who had reservations about how many more matches it would take to get to tier 1. I donā€™t even notice it now.

So in the end, youā€™ll probably end up with more resources to spend than you think youā€™ll be losing from whatever changes weā€™re hearing now.

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Iā€™m in favour of helping the lower-level players first as well.

I would be considered a 1-percenter as @Shiratori mentioned, so my wants and needs are of a much smaller minority and priority.

Youā€™re entitled to your tantrum, but try not to type something youā€™ll regret.

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