I love how a system you designed and despite numerous people giving you the feedback of how RNG mattered a lot more than your "do more get more" mantra, is now being "exploited" and its all the players fault.
You were told this thing would happen, people mentioned multiple times how little the contribution was mattering and how RNG based and frustrating it was, you decided that was not an issue, players then started "playing" the game you designed for them, they all want to get gear and will try to do so in the fastest way possible.
So instead of realizing how true the saying, blame the game not the player is, you take the easy way and blame the players for a system you designed, a system that rewards getting more tickets more than inflating one ofo them with contribution.
If you want players to stop caring so much about the gear, maybe nto caring so much about the gear yourselves woould be a start, as will making contribution actually matter, because despite numerous claims of the opposite, we all arlready know that is just RNG what dictates the outcome most oof the time.
Your reap what you sow.
ORVR Purple bags
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- wargrimnir
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Re: ORVR Purple bags
You are of course welcome to join the team provided you have the skills to do the work. In the meantime we will continue to adapt the system until it's working in a way we (as in the team) are satisfied with. This is a challenge, there are more changes coming as always. We're not in the habit of giving up.bloodi wrote:I love how a system you designed and despite numerous people giving you the feedback of how RNG mattered a lot more than your "do more get more" mantra, is now being "exploited" and its all the players fault.
You were told this thing would happen, people mentioned multiple times how little the contribution was mattering and how RNG based and frustrating it was, you decided that was not an issue, players then started "playing" the game you designed for them, they all want to get gear and will try to do so in the fastest way possible.
So instead of realizing how true the saying, blame the game not the player is, you take the easy way and blame the players for a system you designed, a system that rewards getting more tickets more than inflating one ofo them with contribution.
If you want players to stop caring so much about the gear, maybe nto caring so much about the gear yourselves woould be a start, as will making contribution actually matter, because despite numerous claims of the opposite, we all arlready know that is just RNG what dictates the outcome most oof the time.
Your reap what you sow.
It's not blaming the players so much as having to adjust to player mentality. Cutting out the loopholes, similar to how we've removed powerleveling, is part of the process. You might imagine when it comes to implementing systems designed to affect hundreds of people, it's very hard to get right on the first try within the confines of the dev server. That's why we've got that big red Alpha Phase banner. Live is a test server, we push things out, they get tested, broken, exploited, and reworked.
Hindsight is easy, but it's also in a way kind of rude to point out.
Re: ORVR Purple bags
Its not hindsight, people were saying this since the system was implemented, people were saying this with the system before it.wargrimnir wrote:Hindsight is easy, but it's also in a way kind of rude to point out.
People were criticizing the fact that your progress relies entirely on RNG, this is frustrating, no one, no one in this world, likes getting dupes, multiple dupes that you cant do nothing with and cant do anything to avoid. Just like no one likes spending 6 hours in a zone all to get a single white bag.
We tried doing more in the zones, kill more around bos, everything that was touted as "the way to play" by the devs, it didnt matter nearly as much as RNG, when multiple people started reportting getting gold bags for doing nothing more than showing up, killing two people then logging off, people also tried that, just like they tried what you said.
And guess what, the later system was incredibly more profitable, making clear that contribution was not much more than a placebo and what mattered was whatever your roll was, getting bonuses just for showing up on multiple chars and stacking them was the way to go.
And when you find out what do you do? Make contribution matter more? Nope, just blame the players and their "shameful bevaviour". Come on. You are better than that.
You want players to "contribute" make them profit for doing so and stop being so cheap and stngy about the gear, stop thinking that anything that is against your ideas is because he does so from a malicious position and stop making it a war between you and your playerbase, its starting to get ridiculous.
You treated players like children telling them a lie and you are surprised that the bed is now wet, you got what you were aiming for, nothing more.,
Re: ORVR Purple bags
Did you try having fun? It appears to me that a lot of people in this thread miss that element in their gameplay. Worked wonders for me. I'm always pleasantly surprised when I get a bagbloodi wrote:We tried doing more in the zones, kill more around bos, everything that was touted as "the way to play" by the devs, it didnt matter nearly as much as RNG, when multiple people started reportting getting gold bags for doing nothing more than showing up, killing two people then logging off, people also tried that, just like they tried what you said.

Re: ORVR Purple bags
Yeah, unless i do not care for gear at all, i cant have fun, i forgot about that. Thanks for the reminder fun representative.Cimba wrote:Did you try having fun? It appears to me that a lot of people in this thread miss that element in their gameplay. Worked wonders for me. I'm always pleasantly surprised when I get a bag
Re: ORVR Purple bags
I'd suggest transparency, tbh.
As more transparent a system the faster exploits/problems are being found, on a greater scale ~ making yourself; the devs, less dependent on individual reports and alike.
Matter of fact, whether the system is transparent or not does not change issues within, just the speed in which they are discovered.
You can ducttape a non-transparent system over months as gradually problems are being dragged out of the shadows or found/spilled entirely by accident, potentially introducing new problems with each ducttape - as you tackle the problems as isolated cases, whereas they are likely tying into others, and you are unable to see these ties as you lack the bigger picture; what would otherwise instantly prompt a reaction and reliable solution from you surfaces in another month or two, essentially nullifying your initial solution and whittling away at integrity of the system.
Besides that, it'd alleviate player concerns (like the initial revamp did, I've elaborated on that in a couple of threads beforehand). Its the tiniest things that can have a huge positive impact on players, even if its essentially a smokescreen - e.g.: a number that lets you estimate a progress, an explanation that takes away your ability to argue against phantoms, yadayada.
Forcing behaviour backfires in spectacular ways - 101 of everything even remotely related to psychology -, tricking/reasoning with people works like a charm, tho.
E: Added an important set of words.
As more transparent a system the faster exploits/problems are being found, on a greater scale ~ making yourself; the devs, less dependent on individual reports and alike.
Matter of fact, whether the system is transparent or not does not change issues within, just the speed in which they are discovered.
You can ducttape a non-transparent system over months as gradually problems are being dragged out of the shadows or found/spilled entirely by accident, potentially introducing new problems with each ducttape - as you tackle the problems as isolated cases, whereas they are likely tying into others, and you are unable to see these ties as you lack the bigger picture; what would otherwise instantly prompt a reaction and reliable solution from you surfaces in another month or two, essentially nullifying your initial solution and whittling away at integrity of the system.
Besides that, it'd alleviate player concerns (like the initial revamp did, I've elaborated on that in a couple of threads beforehand). Its the tiniest things that can have a huge positive impact on players, even if its essentially a smokescreen - e.g.: a number that lets you estimate a progress, an explanation that takes away your ability to argue against phantoms, yadayada.
Forcing behaviour backfires in spectacular ways - 101 of everything even remotely related to psychology -, tricking/reasoning with people works like a charm, tho.
E: Added an important set of words.
Last edited by Darosh on Tue Jan 30, 2018 4:43 pm, edited 1 time in total.
Re: ORVR Purple bags
I guess the pros of the past using 255 specced renown ranks played the game too and game is here to blame because it allowed and enabled that behavior.

Re: ORVR Purple bags
And i guess that as long as you can strawman yourself out of this one, everything will be fine and will not be your fault.Hargrim wrote:I guess the pros of the past using 255 specced renown ranks played the game too and game is here to blame because it allowed and enabled that behavior.
You are as much of a culprit of player behaviour as your players, you put the blame on them entirely, that is the issue.
They didnt design the system, you did. They didnt ignore the feedback and kept on repeating "do more, get more", you did.
Last edited by bloodi on Tue Jan 30, 2018 4:31 pm, edited 1 time in total.
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Re: ORVR Purple bags
Strawman - one does not blame just one thing for an issue. Tangible issues are the culmination of various, long lasting developments. May those be of technical, communal or simply communicational nature.Hargrim wrote:I guess the pros of the past using 255 specced renown ranks played the game too and game is here to blame because it allowed and enabled that behavior.
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Re: ORVR Purple bags
100% titanium hardcore logic you get there. What does that even have to do with RNG reward system?Hargrim wrote:I guess the pros of the past using 255 specced renown ranks played the game too and game is here to blame because it allowed and enabled that behavior.
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