I had the impression that tasks are in sequence, one gold task chain, one silver task chain and one bronze task chain. Meaning as long as you play your normal play pattern, your task chains will lock up on some awkward tasks (like playing 10 treasure maps each to turn 60+), no longer progressing for the remainder of the campaign. This seems to contradict everything you wrote above, could be please clarify?
That’s correct so you will have 3 Tasks open at any time (1 Gold, 1 Silver and 1 Bronze). If none of these Tasks are part of your usual gameplay and you don’t purposely try to complete them then you will get stuck at that point without the extra effort, but in general the tasks are quite broad so you will most likely earn some rewards from the Campaign even if you don’t try. (That’s why I said some rewards, there is a possibility you might get 3 tasks on week 1 you’d never complete without trying, but in general they shouldn’t be anything super abnormal)
The only disclaimer I’d add to what I just said is that if you aren’t paying any attention to the Campaign or trying to finish it on purpose but you clear 100 Stars worth of Tasks - you DO need to open the Campaign menu to collect your artifact to get the skill point bonus. Everything else will be mailed at the end of the Campaign, but you need to collect the Artifact if you want the skill point bonuses during the Campaign.
@TheIdleOne That feedback has been passed on for consideration. If you have specific Task concerns at any point just let us know which Tasks, but I’ve passed some specific feedback as well as more general feedback about this sort of concern already
Do the task chains unlock again each week, switching to the new set of tasks? Otherwise I wouldn’t really see how anybody not going exceptionally out of their normal way of playing could progress much past week one. It doesn’t really help that the tasks are “in general quite broad” when they are locked behind several awkward tasks that have to be completed first.
thanks
without knowing the tasks ahead of time, it’d be hard to pinpoint it. but for example, if the final (free) rewards is:
8750 gold
3780 soul
490 glory
32 gold key
18 glory key
4 gem key
2 event key
90 Minor/Major Traitstone
34 Runic Traitstone
30 White Pet Food
4 Epic Ingots
16 Treasure Maps
680 Shards
40 Chaos Shards
and one task in week 8 asks a player to use 10 event keys, then its almost unfair to ask that to progress.
Each week, two/four/ten tasks are added to the end of the list of available tasks. If you have not completed gold task #1 for week 1, you won’t get access to the two new gold tasks for week 2. But if you want then you can hammer out all remaining tasks for week 2 (the rest of week 1 task 1, week 1 task 2, and then both of week 2’s tasks).
My recollection is that, if you have completed all tasks up to the current week, at weekly reset there are three new tasks available to you with no additional effort on your part. I still recommend you check the campaign page to see what they are, but since the tasks become available right at reset you should be able to make progress on them from minute 0 of that week. Someone from the beta correct me if I am mistaken, please. This wasn’t something I tested personally.
So, to recap, it is basically guaranteed that everybody not religiously working on their currently active tasks will lock out within a week or two. Unless those tasks prone to locking out players get removed from the list of possible tasks able to show up each week.
@Kafka Are there any plans to prune the task pool so that only those tasks almost all players are likely to complete as part of their normal game play get handed out? Going by what you wrote this was supposed to be the design intention, the current implementation rather seems to be geared towards locking out players not willing to deviate a lot from their normal game play. Please feel free to get back to me if this needs further explanation.
The intent may be true for every task save for any sort of Task that requires Treasure Hunts.
- Dictates that I play Treasure Hunt
- If Treasure Hunt is a favorite of a player then they are either too new or too niche of a player to cater to in anyway. If there were that many that enjoyed Treasure Hunts then it would of be revamped already.
- Being the GoW Economist that I am, I am 100% sure that the reward for doing maps will be insufficient for the time and energy spent in the Covid 19 of Mini Games.
- Maps are a great way to keep players from actually playing the game and earning the resources necessary to succeed in the game.
As others have tried to convey.
Tasks like Treasure Hunts run against the spirit of the campaigns.
Iirc, also/though, you have to actually enter the Campaign menu and click ‘Collect’ on a completed Task before it will clear and show the next one.
This means that if someone never ever opens the Campaign menu, I think the most they can get as a reward is the equivalent of one Gold, one Silver, one Bronze Task mailed to them at the end of the Campaign (so 28 Stars, I think?).
Never opening the Campaign menu is probably obscure behaviour, though . Just wanted to give full disclosure on that in terms of what to expect.
Correct me if I’m wrong, but on stream it was implied that you have to visit the campaign screen, go to the task tab, and manually click on a task you have already completed to “clear” it and unlock the next one of that rarity, and there is no way to see your tasks or your progress except on this screen. I can’t see how it could even be reasonably thought of that these tasks could be completed during “normal gameplay” when you have to, at the very least, go through this interaction 10-16 times to get through a week’s worth of tasks, and ten times that much to go through every task in a campaign.
Edit: It was actually flat out stated, you have to go back in here every time a task is completed to manually collect it for the new one, and I’ve yet to see any way you can track these outside of this window. In the course of my “normal gameplay”, for example, I’d be stuck on one of the first week one bronze tasks here for possibly nearly the entire duration of the campaign because I don’t spend event keys as “normal gameplay” unless there is a new legendary in the event key pool, and this practice is exceedingly common among knowledgeable and veteran GoW players. I’d only get the notification that I finished the task if I actually opened the keys, which is not something I would “normally” do. I’m interacting with the campaign I have to frequently go back to the window both to finish tasks and possibly even to check my progress (didn’t see anything regard to this in the preview, maybe, hopefully, the tasks are apparent outside this menu?). This all seems not very well streamlined at all.
As seen here
I so so so wish it worked like implied here, where the tasks were just a pop out on the main map screen that could be quick checked at any time and were auto completed to reveal the next one, even if you did have to go into the menu to actually collect your rewards at 100 star increments (or 10 star), but I realize that it is probably far far too late in the feature cycle for UI changes. Hopefully a QoL at some point that at least makes the info a little more readily available.
The issue I have with the previewed free track rewards is that if I was asked to straight up pay 150 gems for all of them, the answer would be “no” for every account that I have. The same would be true of 100, possibly even 50. Since that is the price of a single skip, it makes the entire system seem way out of whack, and this also applies to resource spending asks to get past a task. For example, the aforementioned event key task asks to spend two event keys at a point when there isn’t a new legendary appearing for possibly over a month after the task becomes available, gatekeeping every task past that point in the entire chain while having a minimum cost of 2 event keys or 50 gem. Spending those event keys at the “wrong” time is essentially throwing them away, so there needs to be something past that point where essentially throwing them away would be a good idea.
Since the previewed set of tasks and rewards can’t be gotten around with spending resources some in excess of what the entire campaign gives and the skip is also economy negative, that puts the onus entirely on the artifact to carry the cost being “worth it”. Only… so far, its just stats (I know it supposedly can give interesting dynamic bonuses, but the same thing was set of pets over two years ago). Not only that, these stats expire at the end of the 10th week, possibly just days after it is even feasibly possible to unlock the 10th artifact bonus. I’m going to echo others feedback here that the artifact bonuses should definitely at least last through the 11th week, and reset when a new artifact cycle starts, especially with that week being a Tower of Doom, but honestly the entire list of previewed free track rewards are horrendous just compared to the asking price of a single skip or certain single tasks that were previewed, and thats kind of a problem.
As of right now, with what is previewed, the path of least resistance (what will get the player the most rewards in a given time period or what is the player’s preferred method of play) is to disengage entirely from the campaign the moment you get the slightest bit of resistance. A big enough gatekeeper task is not worth paying past if all the rewards combined aren’t worth the cost of skipping that single task, and its not worth grinding over if it takes a bunch of time that could be used playing either things that are more fun or extrinsically rewarding.
All that applies to the free track rewards, by the way, I don’t think I saw anybody implying that there weren’t enough rewards on the paid track. I think most arguments against it was that they were too good, even aside from “time gated semi-exclusivity” concerns, that the gap between free and paid was a huge chasm, way bigger than anything offered by this game in the past. (I’d like to reiterate that my personal concern remains with the arbitrary length of time at which the paid exclusives are… exclusive, though, with the mythic and weapon being basically unavailable for way too long, as the paid track does a good job to make the both tasks “worth it” and give a way to that effort can be used to subsidize purchases just by the crafting resource value of the items it provides).
If I had two asks here it would be:
- significant rewards on the free track such that the occasional skip for 50/100/150 gems or resource ask at least made sense
- artifact bonuses applied to the 11th week, so that people that chased the entire thing could enjoy the 10th week bonuses for at least a full week before getting them ripped away.
A smart combination of both of these might make the free track rewards worth chasing and thus worth maybe putting in a skip or two, the resources it asks you to “waste”, or extra effort to get around, as opposed to now where it seems smarter to disengage if you didn’t pay. Again, the previewed paid track rewards were definitely “good enough” to be worth chasing/worth the price of skipping through gatekeeping/bottleneck tasks.
If I had a third it would be, again, that the paid track “exclusives” made available on a more fixed schedule, not “whenever it pops up in the random and ever expanding Soulforge rotation at minimum a month from now”, but sadly that seems less likely.
This. Oh my goodness, this.
Suggestion to get players to actually consider doing the Campaign: give the Mythic as a final reward on the free track, and give all necessary catalysts to craft a Soulforge mythic (4k diamonds, etc…) to Elite pass players who complete the 1000 stars.
That way you get non-payers to use their time suboptimally (thus collecting less resources) in order to get to the Mythic, and you get more people to buy the Elite/Elite+ pass because they basically get 2 Mythics upon completion…
…oh, and it would also result in Customer Satisfaction, FWIW.
Thanks for the in depth post.
We certainly do not need anymore QOL issues, forced interaction and clicks. It’s just not good for the player experience to be constantly up against daft/created things that impede, frustrate or condense normal interaction.
We have a list as long as our arms of things that should be made more user friendly, we really don’t want more.
This brings back unwelcome memories of upgrading the Soul Forge. Return to the upgrade screen every couple of fight to see if your accumulated kills qualify you for the next level. Don’t ever forget about it, because excess kills are wasted instead of automatically counting for the next upgrade level.
So, now we have to mentally track the process of all campaign tasks in order to not miss out? Is there at least some kind of notification whenever one of the tasks gets completed, so we know some additional clicks on the task screen are required to proceed?
Yes, there is.
Didnt read it all, too late and will read it in morning.
BUT
(didn’t see anything regard to this in the preview, maybe, hopefully, the tasks are apparent outside this menu?)
No they arent viewable outside of the campaign menu itself. You will get a notification that a task is complete, think same as AB currently in top right corner after you kill 100 troops or 150 colored troops.
Kafka,
Please tell me, none of the those tasks require being in a guild? Some players abhor guilds.
Of the ones I know from the beta none of them do. There is perhaps one that is easier in a guild (pets) but that is the only one I can think of.
This is true, although there’s nothing to indicate progress, so I did find myself going back to the Campaign menu to see how much more I needed to do, etc…
But it is less likely that you’ll spend hours wasting kills (so to speak) having forgotten to check and ‘upgrade your Soulforge’.
Suggestion to get players to actually consider doing the Campaign: give the Mythic as a final reward on the free track, and give all necessary catalysts to craft a Soulforge mythic (4k diamonds, etc…) to Elite pass players who complete the 1000 stars.
Not bad, I like the suggestion. An alternative – unlock the crafting recipe for the Soulforge Mythic for the remaining duration (<7 days) of the Campaign (as the final Free Pass reward).
Same for the Weapons (at their respective stages)?
Elite Pass players get the 4000 Diamonds, etc., but no exclusivity.
Add in some other things, and I’d consider chasing that.
The Artifact bonuses end at the time the Campaign ends.
Thanks for answering that
artifact bonuses applied to the 11th week, so that people that chased the entire thing could enjoy the 10th week bonuses for at least a full week before getting them ripped away.
This!
And as per my earlier question & in response to your answer:
if the answer is “immediately expires” any chance you can let the team know that stinks and they should consider giving us the extra ToD week of bonus?
Otherwise it’s REALLY disappointing to bother with finishing the campaign anytime after mid week in week 11. And trying to squash all of week 11 tasks (and anything left from previous weeks) into 2-3 days seems ridiculous and very unappealing.
And due to the bonus stats ending during the 10th week. You give an incentive for folks to “over play” @Kafka the same shit your “team” says wasn’t the intent of the Faction Assault Potions and agree isn’t mentally healthy for anyone.
Unless I’m misunderstanding the “bonus stats”. I am on the understanding that the most points unlock at 1k points.
The 100 points possible during week 10 will have everyone attempting to grind out 7 days of tasks in 1 day instead of 7. Because they will want the bonus stats to last for days instead of hours.
I also believe it’s simply a choice that the stats end during the 10th week and not a coding issue. Because if the stats were dependent solely on campaign then it would be easy to put up a wall to prevent those stats from effecting Guild Wars. BUT if it is a coding issue… Then have the campaign run 24/7 but still only have 10 weeks worth of tasks. Therefore someone in the 11th week could actually catch up on the 10 weeks prior if they so choose.
Does anyone on the Dev team think at all about those who are gainfully employed and can only play GoW on the weekends?
It’s entirely possible that we could have a World Event Week, Guild Wars, Invasions or Raids, and the 10th week of campaigns to catch up on one weekend.
The biggest difference between the 10th week and all the others is the player doesn’t have the next week to catch up on the tasks released the week prior. If they were given the 11th week as well. (Since it’s just a break week) then it wouldn’t be an issue.
TL:DR - Campaigns should run 11 weeks instead of 10 with only 10 weeks worth of tasks to accomplish.