Reward schedule in the game

Greetings,

(Not native English tongue here)

I would like to suggest a minor change in the reward schedule (aka game variable ratio or intrinsic motivation). I am assuming here that the developers are aware of the subject.

I have been playing this game since a few months and like many other games, the reward schedule is psychologically flawed. Up to around levels 50-60ish, the reward schedule is too great. There are too many rewards: skill gems improvements, equipment over powering most monsters (Except a couple bosses), passive tree and new skills available (that become overwhelming or useless, depending of the player psychology).

Then come levels 70ish-80 where the reward schedule is drastically cut. Most players have a very low progression at that stage I think (Your server stats will confirm the right range). At most will quit.

Then come levels 85+ where we see two phenomenons:
- The reward schedule for most players is so low that they quit that character building or the game.
- And there is a phenomenon called overjustification effect that takes full swing. For most players, the currency becomes worthless (no trading, 10%) or has been spent to oblivion because they ignored trading and tried to craft with no success or they simply keep crafting to minimum (like me) because the reward schedule is almost absent (Contrary to Diablo 3 where they made crafting too simple with a reward schedule that would make a dog happy).

Because I do not have access to the server statistics (and this is good because it is a normal competitive business secret), the numbers are just an example:
- Lower the reward schedule a little bit up to 60ish levels.
- Raise the reward schedule after 60ish by doing the following:
- Implement a way to raise a little faster gems experience when they reach level 15+
(Maybe all gems will benefits from quality)
- Uncap gems levels. It gives a new reward system
- Add a few ways to gain passive skills points as quest reward after level 80+(like lower levels)
- Lower experience requirement for levels 90+ and uncap levels.
There is a HUGE loss of psychological potential to limit the maximum of levels with the tree
nodes that could be taken. The tree is a great untapped motivational reward system.

Simply by tweeking a few aspects of the game you will retain a lot more of the casual player (medium motivation, medium attention spawn - aka the old 7 minutes attention spawn generated by the kids watching tv with adds that is now back to 8-10 minutes going down to 3-4 minutes after about 1 hour of same activity). Also, you will be able to please the obsessive player who wants to have a "God level" character that will remove the frustrating effect of being killed (facerolled) even if your character build is optimum (best of everything). At a certain level, there is almost no intermittent reinforcement to encourage the player to continue to play (zone of proximal development).

P.S.: Bestiary league tried to address the reward system and failed because it was breaking the memento of the game (another aspect of reward that is the continuous action to combat boringness) and gave the game a Pokemon feeling that is not linked to the aspect of reward system an ARPG player seeks.

Sincerelly
Last bumped on May 21, 2018, 3:54:31 AM
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