Prestige [Patch 11.0.0.1000]

  • Just to get started.

    I think all mobs that drop purple cards are not really considered in the system.

    Blue card dropping mobs are, as i experienced, counting as Elite-Mobs.

    But purple card mobs do not count as Elite, nor as Boss.

    e.g. Axis, dragonfang, ID: 101791

    In this area there is an achievement to kill Bosses in that zone, so if Axis (which seems to most powerful mob) is not a Boss, than who is ?

    The same for Sascilia, there are several purple card dropping mobs, but none of them count towards Elite or Boss.

    Though...there is also a Boss achievement.

    e.g. mobs ids: 100821 100788 100893 100764

    I think they do not count at all.

    I guess only orange card dropping mobs count as Boss, but e.g. i sascilia and dragonFang there is no such mob.

  • Are there any plans to add some kind of repeatable content to the prestige pass?
    Currently it seems very hard to progress past level 15, especially if you already upgraded the cards from certain zones.

    I am also a bit "worried" about ongoing "flow of courage coins" after completing the majority of tasks offered. With the old system there were repetable missions every day granting about 3k courage coins per day on average, maybe a bit more. I don't see this towards the end, when most of the missions are completed, the overall sum of courage coins seems to fall a bit short. but maybe there will be an update soon.

  • Are there any plans to add some kind of repeatable content to the prestige pass?
    Currently it seems very hard to progress past level 15, especially if you already upgraded the cards from certain zones.

    I am also a bit "worried" about ongoing "flow of courage coins" after completing the majority of tasks offered. With the old system there were repetable missions every day granting about 3k courage coins per day on average, maybe a bit more. I don't see this towards the end, when most of the missions are completed, the overall sum of courage coins seems to fall a bit short. but maybe there will be an update soon.

    Yes I agree. The system does not look very well as a replacement of the older one.

  • Well, it is too early to make a good based comment and final thoughts about it.

    In general i like the idea and the implementation looks good.

    But the amount of rewards compared to effort, i have really huge doubts that it compares at any level to the old system.

    I think the reward is just a fraction for any task, than it was before, half at best, 10% for many of the beginner tasks.

    The effort required is 4-5x higher than before.

    And 95% of the activities are NOT just playing the game as usual, because i have some doubts that many players run Dungeons in Howling mountains, or any other of these zones on a regular daily basis and consider this the normal gameplay.

    I personally have no problem with running the low level zones, but it takes MUCH more time for tasks to get a fraction of the previous rewards.

    Example.

    Sascilia: Task kill 175 Mobs, get 304 XP and 264 coins.

    Before we had a daily quest giving up to 1000 coins and kill/collect between 45-90 mobs.

    Kills 1 Boss (in Sascila i have not heard of any Boss that would count for this, but anyways.)

    Gives a spectacular 38 xp and 33 coins.

    In other zones, the time spent to kill a Boss is mostly running, searching, and do this many (MANY) times a day, to eventually one day find a Boss. Effort 10-20x higher than usual tasks before.

    Reward 5% of previous rewards.

    So, comparing old with new, in this extreme, old system was 200 times more rewarding.

    General missions though, i think the factor is more like 5-10 more rewarding for the old system.



    Minigames are part of it, and part of regular gameplay. This is no issue.

    Using repeat tickets, or Mirrorworld tickets seems to have a really HUGE number required.

    Like 60-90 just for the first star, i think this is also a bit improvable^^


    A final remark, or suggestion:

    To match "normal gameplay", i think a rather general approach would fit better.

    Many players, many different playstyles.

    But, why making everything so complicated and divide it into zomes?


    Why not make

    ==> kill x amount of mobs in open world,

    ==> kill x amount in dungeons.

    ==> Enchant x amount of green cards anywhere etc.

    ==> kills x bosses

    etc.

    make 25 instead of 5 ranks

    but any mobs from any zone, like lvl 90 zone or lvl 10 zone, should not matter.

    Or you can make different type of mobs,

    like ==> bears. no matter what zone, kill bears in logar, or kill bears in any high lvl zone (where bears are available).

    I think this would rather suit a "usual gameplay" apporach, because everybody will just play in that zone he is doing his business.

  • I tried to estimate to total amount of available quest/tasks and camou about 1150-1200 over al sections and all ranks (1-Star to 5 star) and all zones.

    With the old system we had 5 daily quests, times 120 days ... then we have 600 quests, which usually tokk me between 30-80 minutes daily completion time.


    With the old system, we had different ranks (coloured from green to brown) quests, now we have 1-star to 5-star.


    A rough estimate about xp/coins might lead to about 1/4 of total xp/coins with the new sysem and much more time consumed.


    Maybe, you did not consider the upscale of XP/Coins with advancing in Prestige-levels. With prestige Level 1, the amount of coins (per task/day) was significantly lower than with the maximum Prestige level 20.

    Did you consider this ?


    The numbers i see ingame seem to not reflect this, but maybe it will show later ?

    Can you comment on this ?

    • New
    • Official Post

    Greetings,


    1. Important clarification: at the current development stage, ONLY Candara is activated. This is not a question of solution quality, but the factual state of the system this season. As repeatedly mentioned, in future seasons the continents will expand, and the categories of achievements will increase.


    2. Fundamental error experience calculations:

    You're comparing quests 1-to-1 with the old system, which is methodologically incorrect. In the old system, completing one quest didn't affect the progress of others. In the new system, performing one action counts simultaneously in approximately ~10 different quests. Comparing these systems this way is like comparing "warm with soft."


    2.1. Let me illustrate the interconnectedness: when killing a monster, I simultaneously:

    - Complete a quest for monster kills

    - Obtain cards (progress in a second quest)

    - Advance in a UNIVERSAL quest (third quest)

    - When disenchanting cards, complete a fourth quest (universal disenchantment)

    - Plus a fifth quest for disenchanting specific rarity

    - And so on, ultimately affecting about ~10 quests with a single action


    2.2. The star system rewards optimal completion. Thoughtful star completion leads to more valuable rewards from the right column. Additionally, players now receive unique rewards without using gems — a possibility that didn't exist in the previous system.


    2.3. The old system had physical progression limitations — a fixed number of quests per day or using dias for acceleration. The new system doesn't limit progress — the choice between investing time or dias remains with the player.


    2.4. The new system is cumulative, not averaged. The higher the player's activity, the more rewards they receive. Moreover, the system doesn't punish for missing a day — quests don't "burn out" allowing players with irregular schedules to avoid losing experience.


    As the game designer of this system, I consider it comprehensively. It surpasses the previous one in all aspects. If some players find it lacking in variety, this will be addressed in future seasons. Regarding progression speed — it's either equivalent to the previous one (the total amount of experience gained is identical) or higher due to the absence of limitations and parallel quest completion.

  • Now you assume to the playerbase, that you always get a card for killing a monster. Can we consider this as a new feature? :)


    I can say from my point of view what I know about the new and old system:

    • Older one was better and took me 1-5 minute a day ;)
    • new one, which is so illustrated for "complete it while playing the Game" is just hillarious a lie in my mind
      • Why I think that way? Normal gameplay means completely different things for different people. While some are doing stuff like only minigames, others only questing, a third group maybe only doing roleplay/chatting/helping people. A fourth group only running endgame instances a day and so on.
      • When I count myself for example to the last group, tell me what I could reach with the new system by running only orkham and grafu hardmode a day and nothing else?
      • As Xanadu said, you need way more time with the new system for the same output. This could lead people to disinterest or even leaving the Game, when you take away something and replace it with stuff less rewarding+more Input

    Greetings

  • 2.3. The old system had physical progression limitations — a fixed number of quests per day or using dias for acceleration. The new system doesn't limit progress — the choice between investing time or dias remains with the player.


    So, when i fnish all the missions that we see at the moment, there will open up new missions, correct ? in the running season, correct ? This is what you are sayin "doesn't limit progress".

    This could be a good way, thank you for this information, i thought, the actually displayed missions going up to 5 star are "all we can do".


    2. Fundamental error experience calculations:

    You're comparing quests 1-to-1 with the old system, which is methodologically incorrect. In the old system, completing one quest didn't affect the progress of others. In the new system, performing one action counts simultaneously in approximately ~10 different quests. Comparing these systems this way is like comparing "warm with soft."


    I calculated all missions that i can see, this INCLUDES als secondary missions, giving a total of way less coins. but as referred in 2.3, if there is not limit and new missions will open up, than i might reconsider.


    2.2. The star system rewards optimal completion. Thoughtful star completion leads to more valuable rewards from the right column. Additionally, players now receive unique rewards without using gems — a possibility that didn't exist in the previous system.


    Honest feedback. i have not seen any reward. All items given are either worthless or not usable at the moment, with no information if or when and how they would be useful.



    I am spending many hours ingame doing the new system, and i am now spending my time to give you ma personal feedback, as a player.

    I understand, that you have a good theory of the sstem, and good intentions, and of course hundreds, if not thousands of hours working on this.

    On the other hand, i give you the feedback, to illustrate how it feels and turns out to an actual (actively using this system) player.


    I have no intention to do any offense or make your precious work less woth, by no means.

    just telling you, how it really feels, playing.

    Effort vs. reward feels by a factor over 10 worse than before.

    Motivation to do the stuff is good, i like it ... but it is just too much effort for the low output .


  • I think the issue with non-existent Bosses (at least no mob that counts as Boss, purple card mobs could be the right mobs, but they don't count) still exists, and it affects more zones.

    Dragonfang

    Sascilia

    Aotulia Volcano

    Xaviera

    Küste der Wehklagen


    Strangely, there is a zone with bosses, but no task

    Dust devil canyon



    Missing Dungeon?

    Cost of opportunity (there is also a dungeon task, i don't know wjhich dungeon should be there)


    This affects higher ranked rewards, as they are locked, if not all tasks can be completed....