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Yusou Bhoroi

Yusou Bhoroi

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It has the massive advantage of diverting large chunks of the playerbase into repeatable content, before they reach their endgame, thus delaying their progress towards a point where retaining them becomes ever harder, and requires constant, new updates, which are destined to not appeal to all the players, and generally cannot fit repeatability into their ingrained goal-set, without reducing their potential future content use, in other areas, even further.

If someone enjoys doing a Minigame, and finds it early in their Scaping, while not having been set on the current dominant path, or maxing out, then they will go back to it, again, and again, as they make their progress though RuneScape, delaying their time-to-completion, by constantly cycling through repeatable content. Thus a player is retained for longer, and goes through more seasons of promotions, and cosmetics, thus has more instances where they're likely to spend money on things which don't decrease their overall time in-game (which isn't the case if they're spending that same money on speeding up their progression towards end-game) - thus you get longer repeat custom, even in that regard.

People like showing off, within their little communities, and showing off to other communities - so having many little communities is a great way to encourage vanity purchases of cosmetics (whereas increasing AFK-ability, decreases interaction, and limits opportunities, and incentives to show off cosmetically) - remember, they have delayed their access to much of the equipment, and cosmetics in the rest of the game, so have less to choose from, too... so those MTX cosmetics are even more appealing.

Minigame and other interactive-content players are some of the most competitively-vain groups of people, I've come across (something to which I'm sure we don't admit, or identify with, despite it applying!).


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23-Dec-2022 10:43:07 - Last edited on 23-Dec-2022 10:47:24 by Yusou Bhoroi

Rikornak
Oct Member 2013

Rikornak

Posts: 9,176 Rune Posts by user Forum Profile RuneMetrics Profile
I generally would like to leave a couple more of thoughts, if GOP was to be converted into something supposed to offer top tiered experience rates (which I am generally open for, since I could see it to work in tandem with the runespan (that is also why I even did that wizard tower tokens concept a few years ago) and abyss running):

- It's a competitive game, that potentially means players can abuse the hell out of it. If it was to be made into top tier skilling, it needs to be cooperative (with pseudo competitiveness if you want) - i.e. players can still be allowed to be team yellow or green - it's just cosmetic then and only the total amount of orbs will count)
- Being more fancy yellow and green orbs could fulfill different purposes as a game play mechanic, but that's optional.
- That also means the barrier generator will have to be removed, since the goal is to get as many orbs as possible into the altar.
- I am generally not super fond of activities that remain the meta skilling method for extended amount of times without them evolving. It's just crap when you had to read something like 'levels 35-99+' as a skilling method in the wiki, which still is a thing in OS, but RS3 gladly managed to fix over time for most skills - hunter is a good example - you usually have 2-3 viable methods at any given time. Obviously as a minigame the activity should grow with you (more xp every level (which the guardians minigame in OS also does btw)), but it shouldn't the main method for all times - it basically makes it impossible to introduce relevant content in the future. Also an issue for OS, in the worst case new stuffs needs to comparatively crappy to whatever is regarded viable right now, which just is an issue, why that game probably never will get its skilling stuff fixed. As said - guardians does not offer good rates even for that game, it just is more endurable than RC usually is in there (unless you're skilling it exclusively with tears and lamps).
Improvements: Tooltip / (F2P) QoL v2
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24-Dec-2022 07:50:16 - Last edited on 24-Dec-2022 08:00:47 by Rikornak

Rikornak
Oct Member 2013

Rikornak

Posts: 9,176 Rune Posts by user Forum Profile RuneMetrics Profile
- Forcing players for extended amounts of times may not be the sole reason to break content, but it's something you can see in a lot of older activities or minigames - especially when they've received an update. CW obviously is by far the worst offender for that matter, but also GOP was well doable, until they decided to introduce the master runecrafter set exactly the way they did. I won't make a secret out of it, but take any skilling set in either game - this one, alongside with black ibis is the worst implementation of one they've ever pulled off - thalers was still a huge effort, but certainly more reasonable, but runespan basically was too generous (but regarding the set one should almost see it as a bug fix). Livid farm was likewise an issue - batch 1 was fairly acceptable to do, batch 2 certainly no longer - with their fix having introduced buyable plants granting you to the points over time, without ever having to bother to engage with it. Possibly more examples, but I think those three activities are the most glaring ones for that matter.
- In general there is nothing bad if players can eventually finish the game, by having the log completed or unlocked whatever they can. If the activity is good and/or enjoyable they will stay. Ideally the experience rates also are decently enough to encourage players to use it as training method - but please not as the uncontested thing, you would players want to use it up to 120. I've said it in the other thread and I'll repeat it in here: That gameplay won't stay fresh long enough for most players - they're not interested in mastering it to a degree to achieve mathematically possible caps.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

24-Dec-2022 07:56:42 - Last edited on 24-Dec-2022 08:02:21 by Rikornak

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