It’s put me in a tight spot as I don’t really feel some are worth going out of my way to do yet I have this completionist mind set that says “gotta catch them all” (cards, tasks, everything). But if I do, that may be a tacit admission I’m on with the way things are when I wouldn’t mind to see some things different. But it’s free stuff. Sigh.
I know, I should probably go read a book and not over think it.
Cool, thanks. I’ll keep my eye out. Though it would probably take 5 years to get enough trait tasks to fully trait up the troops I’ve been holding back on.
Okay, thanks for the heads up on the ‘task’ search–given the fact that I’m new to these forums (as a result of this update), I didn’t know there was previous discussion on the topic. I did find the instance where Mr. Strange first used the word ‘abuse/abused’ with regard to tasks so I’m caught up on that reference too. I read through all 277 comments on that thread, and saw arguments on both sides. From your end, you’re looking at data and attempting to respond to what you consider to be player retention issues. The judgment/argument being made is that lower level players are leaving at a particular point because higher level players who have put/are putting in more time are reaping greater rewards from the repeating tasks. I tend to disagree with this argument, but clearly you have data you’re interpreting a particular way. As a result, we now have these current changes where players are capped to four tasks a day, three of which take a more considerable effort than previous iterations and all of which have worse rewards/payouts than before. This has been done in hopes of equalizing casual and hardcore players and hopefully retaining newer players. Meanwhile, most of the payouts now seem to be gem-based, and we’ve gone from tasks requiring a single battle with a prescribed mana type/kingdom lineup to twenty (or twenty one, given the recent -1 bug) fights.
On a personal level, what used to be more bite sized-chunks of content now appear to be more time consuming affairs, which actively discourages any addictive qualities of the game. I can only speak for myself and second-hand through my girlfriend’s experience with this recent update, but these changes/features are not an improvement and will result in less time logged overall, if at all. The new task rewards are not commensurate with the efforts (no matter how ‘interesting’ they might be), and the thought of the game being reduced into a treasure map farming loop for a time-efficient accumulation of resources/glory doesn’t appeal. Of course, there’s still the PvP/guild rewards route too, but we are/were part of a two person guild, so we can’t benefit from the practically endless rewards that come from top tier guilds working together for heaps of rewards/resources. In fact, it’s ironic in that sense to drastically alter the tasks from the way they previously existed, when the guild participation/rewards system arguably creates an even greater divide between low/middle tier and high tier players than repeating tasks ever could, and yet nothing’s done on that front. To be clear, I’m not arguing that something should be done with regard to guilds; only that not doing so seems to fly in the face of the competing argument that repeatable tasks are breaking the game and hurting your player retention numbers.
I realize my girlfriend and I are just two people, and probably don’t count for much as far as your player base goes, but I just want to provide some honest feedback. I hope you don’t take it as angry or a tantrum, because it’s not that at all. It’s more a feeling of disappointment than anything else. Your game has been fun, but I don’t like where it’s going. In any case, thanks for the time and responses to my earlier posts/questions, and my best to you and your team going forward.
Inactive guilds are what almost put me off this game. If they got rid of all the ghost guilds new player would stay mo.
When your new you don’t really no any better. My first guild I was the only active player of 30. 29 had stopped playing and is what I call a ghost guild.
Second guild was the same but least the guild leader was active. So 28ghosts.
Almost quit cause of that. Thought would give it one last try. Joined the forum and joined a top 10 guild. I have never looked back. Best thing I could of done but I wonder how many never new about the forum.
@Nex old tasks were what kept this game going.
-I was playing challenges over and over to complete ‘beat with same mana team’ &etc tasks.
-I was leveling the kingdoms when there was such task.
-I was forging traits, using treasure maps, donating to the guild, playing arena, levelling troops… basically doing everything the game offers.
I was completing them because the rewards were good & fair.
Now we have only one daily task that is similar to the old ones. Other offer long grind for 5/10 diamonds, a resource that you can easily get through guild tasks and is not really needed (at least for me). Old tasks encouraged to try every part of the game, with new tasks it’s just some pvp, treasure maps farming and maybe some arena for trophies for the guild.
I don’t have much time to play per day and doing a couple of old tasks was a great way for example to get some glory for weekly packs. How i am supposed to get that glory now? Spending all my time on treasure maps? Can’t get glory, so i can’t get packs so i can’t get arcanes, so i can’t trait my troops… Same for levelling, i was levelling my troops when i had such task to save the souls. Now to get some souls for levelling i need to grind with Valkyrie or grind the arena. Normal player don’t have whole day to play the game… I’m very disappointed.
Never intened to stick with gems of war for so long (couple of months now) but getting to the good guild and moving forward mainly by doing old tasks was the main reason i’m still playing. And now you took it away.
Spot on, piotr. I haven’t seen a single positive comment about the changes in tasks yet. I’m curious if the devs have the ability to check the average game time played and to see how much it’s dropped since the new patch came out.
There is a bit of a disconnect between the way players view & talk about things, and the way developers view & talk about those same things. Players treat the game as static, and try to optimize. Developers see the game as fluid, and look for discontinuities.
As a comparison, think about the layout of roads in some major city. People who drive on the roads (players) find the best routes from place to place. But the people responsible for roads are thinking about which roads to widen, where to put in new roads, which roads to close or split - it’s a totally different sort of optimization problem. And if one road is getting too much traffic - but is still the fastest route - then it might be useful to shut that road down & distribute traffic more evenly among alternate routes. But that’s hard to see from the perspective of a commuter.
So there is no “right” way to play GoW other than to enjoy it, and keep coming back. It would be pretty shady of us on the dev side to manipulate/force players into matching some goal behavior we have in our heads. That’s not how things work at all. Rather, we look at where there are significant discontinuities in player behavior, and try to smooth things out.
There is an average resource curve, based on time spent playing & player level. Tasks contribute some amount of resources - it’s about n 8% bonus for most players. But some players were getting more than a 50% bonus from tasks!
There is nothing “wrong” about doing that many tasks each day. But since it was a very small number of people doing it for such a large benefit, it was a serious discontinuity. The changes to the task system are meant to address that, in addition to other improvements.
I doubt we’re done changing the tasks - but we’ll see how the player data reacts to the existing changes first. We already have some people saying that the gem rewards “aren’t worth it”, and others complaining that they can complete “only four” of the tasks each day. There is also a serious under-valuing of gems by some players, because of the way some guilds generate gems. All good data that we’ll keep monitoring.
I don’t think People Undervalue Gems Because Of guilds, gems just aren’t very useful in comparison to souls/glory especially after you have all troops unlocked and both high end armors.
First off, thanks for the response. You presented an interesting analogy, but it bears saying that engineers don’t add/close/widen roads to make it more difficult for certain commuters to reach their destination. Whether you intended it or not, the changes to the tasks seem to punish greater those who actually spend more time with the game, and provide less incentive to remain consistently engaged. That said, I do hope you and your team will eventually reconsider and/or reconfigure some of the recent changes. Just from following the update threads the past few days, it would appear there’s a consensus that the changes to the tasks is fundamentally a step back from what it was. I suppose time and data on your end will tell whether that’s true or not.
Thoughtful posts are always rewarded with thoughtful responses!
To the point at hand - I absolutely agree that for many players, the task changes represent a huge loss of income and, proportionately, fun. We knew that would happen, but I’m still hopeful that the overall impact will be positive. Or, at least, give us some clear ideas about further small adjustments to make.
Here’s an example of how these sort of changes can benefit the community at large: When we set the gem/glory cost of items, we have to look at how readily available those resources are. Reducing the earning potential of top-level players can allow us to set prices lower, which benefits everybody. This is pretty standard inflationary effects stuff, which applies to virtual economics just the way it does in the real world.
A disclaimer: I did NOT just verify that any store prices are being dropped as a result of this change. I’m just pointing out why putting a lid on runaway income is an advantage to the playerbase, and not just a punishment for those top earners.
You road analogy while colorful does not quite fit. I would compare players to drivers using the “commuter lane” during rush hour with no passengers, thereby speeding there progress while violating the spirit of the lane. So to stop the few 1% fast moving violators the interstate was torn up.
Please re examine the rewards.
PS: from my small sample Task A seems right on target, its task B,C, and D that are woefully inadequate.
But the fact still stands that if you truly wanted to reduce the earning potential of top level players, changes to the guild tasks/rewards would have a FAR (caps for emphasis, not yelling ) greater effect than the previously repeating tasks ever could. In a way, you’re actually kneecapping newer players by targeting the repeating task rewards as opposed to guild rewards, because at least task rewards were available to any player if they were willing to invest the time/effort, whereas guild rewards are entirely based on membership privilege. Players who didn’t want to feel like part of the rat race or couldn’t join the top earning guilds could proceed at their own pace and feel adequately rewarded for completing task objectives, and most of those previous tasks were reachable within a play session. What’s more, sometimes tasks that popped up after completing a previous task would encourage players to play even longer. That’s now been lost with this recent update, and it will take time on your team’s end to evaluate the consequences of those changes. The real question will be whether those players you shave off due to these changes will return later if future adjustments are made. Mindshare is a valuable thing that can be hard to regain, and people moving on to new experiences may not be as apt to come back later even if improvements are made, which ultimately hurts your community at large.
I totally agree that the guild earnings are gigantic. But all versions of the game have huge guild earnings, and it was only in relation to task cycling that we had data indicating a drop in player retention.
If these task changes give us good data to support the notion that curtailing earnings in general increase retention - then we’ll have a good reason to consider similar changes to guild income. But we don’t just make arbitrary economic changes unless there is a specific metric we’re trying to nudge.
If this was the only data point: is it not possible that those players that ferociously cycled tasks stopped playing because 2 and 4 got stuck? Not because they felt resource rich?