Can you guys actually cut it out with arbitrary completion items? Its one of the laziest things Ive ever seen. How about try to make your content fun and engaging and give people an actual reason to play it instead of just saying. “We dont care if you like this or not, do x activity hundreds/thousands of times for an item saying you did”. I get the idea behind it and for challenge mode raids and theatre of blood the idea is good (because the content is hard) but the execution was horrible (5k originally lowered to 2k which is still ridiculously absurd) like do you guys even think before you come up with these ideas, or do you just have a wheel you spin that tells you how many completions you should do to get an item. Here are some good examples of completion content with arbitrary items : champion scrolls (most take ~5-10 hours to get each, rng based), gauntlet cape (prestigious but not some stupidly absurd time sink for no reason). Bad examples : cm/tob capes (absurdly long for no reason, its been over a year and 2 people have the cm cape and both talk about how absurd it was), 5k bh kill hat, this cape, what do they all have in common? Theyre all pointless extensions to the content. If you want people to do your content thousands of times, give them a reason to, make it fun, add rewards that make people come back. Dont just slap an arbitrary time sink on it because all it does is make it less fun and make people feel forced to do it/leads to boosting. Its a minigame for gods sake. A minigame. Imagine any other minigame with something like this on it. “Deliver 10k pieces of food at gnome restaurant to get an untradeable gnome hat”, “complete 5k games of castle wars for a banner”, “play 2500 games of trouble brewing for a pirate hat”. Yea theyre all horrible, cheap and lazy ways of forcing people onto the content. Im surprised you guys havent learned from the cm/tob capes. You need to understand that this is very lazy game development
15-Aug-2019 14:34:45