I'd love to hear if others agree. With the influx of new players, I want to see as much done as possible to keep the population healthy and happy, so that we can all continue to enjoy this hobby for years to come. I want get ahead of them who will hang around a long time, and do things to encourage that under two principles:
- I believe one of the best ways to enjoy this game is with alts, playing both sides even, and exploring as much of it as deeply as possible.
- I believe reducing time barriers to let people get back into the fun of the game is better for it's overall health.
This kind of change will absolutely help me, but only in regards to saving me time. The back and forth of goods is a chore, not gameplay, and I present this, because if I'm frustrated by it, I believe others are as well. Additionally, it will help encourage to play alts more often to farm Soulstones for whichever character is their most favorite to play at a given time. As such, here is my response to the questions presented as a sort of template to make consumption hopefully easier to digest and address on a point-by-point basis.
- Brief description of the problem or condition.
Rewards that you get for weekly activities on multiple characters are often bound to that character, this is an impediment to those who play multiple characters.
- Short description of the proposal or feedback.
Make the rewards account-bound instead of character-bound
- What is the rationale for the feedback.
Once a player reaches a point in the hobby that they are making multiple characters, they may be trying to progress in other ways as well. The rewards being character-bound instead of account-bound doesn't stop the player from still using those rewards in a centralized manner. For example: Player A needs weekend mats to make higher end consumables (such as armor pots). Player has characterA and characterB, both have different gathering professions, but the same farming profession. Player A passes the non-character bound materialss back and forth via mail. There is no meaningful barrier to consumption as the cost is negligible.
- Suggestions for solutions & implementation.
Making the items bound to account would relieve time-blocks to gameplay, and allow players get to things that are more fun (fighting!) and less busy-work.
- Inquiry about the technical/design barriers of implementation.
I see two possible negative outcomes to this:
- Loss of an economy sink of the cost of items sent in mail.
- Soulstone pooling on an account may not be desired.
Yes, the classifications already exist in game, and hopefully, can be updated easily.
- General questions on unclear points.
If the negatives presented are significant enough to keep the barriers in place, or if perhaps it can be broken down more granularly.