KhalJJ
Member
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I think it is really positive that staff take on board player feedback on something like this, and whilst postponing returning GGBs, saw fit to bring back returning crossover items early based on this feedback! Genuine thanks to all who contributed/worked towards that, it is hugely appreciated. Having said that, it has raised a really significant issue imo. If this follow on point needs its own thread or place for discussion, please let me know, otherwise, I'm happy for it to just be a standalone piece of feedback here. Full disclosure, I'm a bit put out because I was super excited for some things to come back which didn't (Snake Master strike, Pridelord), (hence me previously asking about the returning GGBs) which has definitely contributed to this feedback but I don't think invalidates the points made. There are two main, related broad points: 1) The communication to players feels quite broken (understandable, due to staffing/resources) 2) This impacts of this on player enjoyment can be significant, especially when it comes to premium items. On 1 - it seems we have the perfect amount of comms for significant issues to occur (I've heard re: dono contests being a mess, but was not properly around then). Enough to get players excited, but not always very clear. Some comms is good but I think it needs to be done very carefully. LK deos a good job from what I have seen in Discord. And then on 2, my own experience has been: - find out about cool gear - find out it is rare and I just missed it (although it was supposed to technically leave the GGB shop in May, from staff comms, but this was extended to June) - find out it is coming back (through discord) - have this delayed (again, stat revamp, understandable) - have this delayed a 2nd time, much more severely (august) - request consideration that returning boxes come earlier if possible (with some other players) - have confirmation that this has been passed on (very positive comms) - Hear nothing for 3 weeks (a fine amount of time, would not expect anything quicker than this, but the then lack of any staff comms on this was confusing) - Surprise release along with today (very cool) - Many of the returning items I personally was excited for don't return! Bit of a rollercoaster, and not very enjoyable for me. I appreciate that I'm fairly responsible for this too, but hey, I'm excited by the game! I want to play it, try out the cool items, have fun.. I also understand that the staff state that items only "may" return in following years, but it seems a large amount of items didn't make it back. There are a couple questions and key points from this: - What is the point in doing this for so many items? (I assume financial?) Especially some of the most interesting/novel items in-game? It seems a massive waste of staff time, to make a large number of complex items that are not permanently in-game. -Clarity in expectation management is really key in a staff-player discourse. (This sounds along the same lines as the dono contest stuff) It feels like half of the game is temporary, and it has become increasingly difficult to keep track of what is coming and going (especially with oft-changing deadlines), as a player, to the point that it impacts one's enjoyment. This is a feature for lots of things in game now (LTS, void rotation) with some being less of an issue imo (void rotation) due to at least consistency. - Doing this for premium items, specifically the only gacha-style items in game, starts to feel a bit icky. Time-gating the gamble items is never going to sit well with personally, but even putting that aside I think that it really drives home the need for good expectation management and clear comms around this stuff. (Okay, I could see the argument for having them only available 2-3 months a year to build excitement, but this needs to be a) clear and b) consistent.
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