My primary gripe with the event structure: Not knowing what prize is coming when so that a reasonable choice / plan can be figured out for targeting specific wants or needs based on play mechanics, story line, or art work - any or all of which adds to a player's continuing enjoyment. which if general life experience tells me anything is the vast majority. ![]() That percentage drops significantly to the half informed twice a day pop in crowd that are not only frustrated but probably also confused. ![]() Part of what's missing here is the acknowledgement that 50/50 only applies to a top minority that are here a lot and paying attention to everything. making it seem far worse than it does to us leading to frustration and quitting OR overlook that we will get everything and code difficulty more towards the middle figuring if we are going to spend we will do it anyway somewhere else in the game? Is it better to code difficulty/chance towards the top 10% figuring that is your financial pool and the other 90% have to buy not only their luck but also pay to make up for lost time, lack of information, etc. and so forth have a 50/50 chance I can surmise that the majority have far less than that and are most likely to complain and have a valid complaint. ![]() If those of us that are well informed, have the quest list, know to have the space and how to build a preset shanty town, understand the probabilities of each chest, know how to deal with the bugs, are here several times a day, etc. and there is the segue into a more interesting question: When they make it 50/50 for us what it is for everyone else?.
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