Feedback on the invasion event.
Posted: Mon Jan 17, 2005 1:55 pm
There were a lot of posts early on in the event complaining about the claw/token mechanics, but now that the event is finished, I wanted to create a thread where we can (hopefully) provide constructive feedback to the events team about what we liked and didn't like in this event. Please feel free to add your views on the event. I only ask that we try to keep the rants to a minimum and be constructive in our criticisms in an effort to create even cooler events in the future.
First, let me say that overall, I had a blast in the event. The most fun I've had playing Ryzom to date was last Tuesday in Bounty Beaches when we tried to set up a supply chain where the harvesters got secretion and turned it in for the crafters to get mats. I want to thank the event team for their hard work in setting this up and executing it for us.
First, some of the things I liked (by the way, I'm a Tryker so most of my views are based on what occured in Bounty Beaches):
1) People of all skill types could contribute. It was nice to see harvesting and crafting included, and in fact very important, to the event.
2) Noticable effect from our efforts. It was cool to see guards created when we turned in armor packages. Also, throughout the week we saw a noticable change in the kitin population, both due to the guards we created and us killing them directly.
3) It was nice to have some duration rather than it being a one-night event. This allowed many more people to participate.
4) Responsiveness of the event team. I imagine this was a busy week for them but even so, Takashi took time to talk to me about the relative difficulty of Bounty Beaches compared to the invasion layout in other lands. He agreed that the positioning of the camps and level of the mobs was not consistent with other areas and took some steps to help balance things as much as he could.
Now the areas I would like to see improved:
1) Reward vs. Contribution. The people most likely to get the big rewards were the ones that put aside the tasks required to complete the event and went to Verdant Heights to farm low level kipee for claws. As a result, those people had their 120 token rewards after the first night. I think there should be some reward for participating (items, titles, etc.) but you shouldn't end up getting these before any of the major tasks for the event are even started. The reward system needs to favor those that are actually doing the missions and advancing the event and I think the rewards should come after the event is successfully completed.
2) Noticable outcome. As soon as the Kipucker boss was killed, all of our guards, camps, and towers just vanished. These major events need to have a lasting effect on the landscape. At minimum, the buildings should have remained. Maybe the cutes could have occupied the war camp after we withdrew our forces. Perhaps a guard or two could have remained here and there. Heck, an NPC should have remained that became a rite giver that would give a rite telling the story of the kitin invasion. That'd be a cool way to have the events we participate in the game be integrated into the lore.
3) Risk of failure. I don't think there was ever any risk of failure in this event. It seems like it would have just gone on until we make enough guards and then went out and killed the boss. Frankly, I didn't expect that there would be a chance of failure. I understand that this is the first event of this scope and we needed at least one run to get the mechanics sorted out. However, in future events, I think it's important to have two possible outcomes. If the players rally to the cause and complete the tasks in a given amount of time, then they successfully complete the event. However, if they ignore the threat, I think there needs to be consequences. For example, if we didn't create enough guards and kill the boss in time, the kitins could have invaded further and destroyed Windermeer. All of the NPCs in Windermeer could have fleed and taken refuge in other cities or camps. While this wouldn't prevent any gameplay as the NPCs would still be available, just scattered about, it would certainly not be desireable and serve as a tangible reason to fight the invasion. This could lead to a future event where we could retake and rebuild the city.
4) Duration. Yes, I know that I also listed this as a positive, however, I think the invasion drug on a little too long. This ties into my point about risk of failure. It seems as if the event would have drug on until we finally got the boss killed. I think there should be a set time limit before the kitin make their final push and if we're not ready by then, we lose. I think 4 or 5 days would be a good duration, maybe starting early or mid week and then culminating on Saturday or Sunday.
5) Communication of tasks and goals by NPCs. A big reason this event got off to a rocky start was that the NPCs didn't fully communicate the goals to us in a clear and concise manner. There should have been a commander NPC in the capitol of each land that gave us the big picture (harvest mats, craft arms, and deliver packages to craete guards). This NPC could also provide updates and intel on what's happening. It would also serve as a more immersive way for the events team to give us guidance and information rather than using the MOTD or forums for that. If my previous idea of having a chance of failure was implemented, I think this becomes even more important. It would be incredibly frustrating to fail when we didn't even know the goals or deadlines. The commander NPC could say things like, "Our scouts report that the kitin are closing in and we expect their overlords to arrive in three days," to let us know how long we had to get our act together.
6) Balance between lands. After 5 days of struggle (and only 9 claws) in Bounty Beaches, I went to Verdant Heights to check things out there because I couldn't understand the posts where people said it was "too easy". I was pretty annoyed to find there were kitin as low as L16 and elites as low as L50 that would give 40 claws. I also was able to walk between the war camp and craft camp with only these low level kitin to bother me. In Bounty Beaches, we never saw a kitin lower than L150 until the very end of the event when we neared the kitin camp and they sent the waves of patrols at us. Most of the patrols were lower level. We had to fight through several groups of L150+ kitin just to make the trip from the craft camp to the war camp. There's no need to make each land be an exact copy of the next, but they shouldn't be so wildly different in their level of difficulty.
7) Include all levels of player. As stated above, the level of difficulty was pretty different between lands so this doesn't hold true to everyone. In Bounty Beaches, if you were a fighter lower than level 100, there really wasn't much you could do to help. Low level crafters could certainly help and low level healers could help some, but overall, it was really geared towards high level players. Perhaps the event team thought low level players could help in matis while the high level players helped in Tryker or something. The problem with that is, travel is difficult and many low level players can't get to the other lands. Also, loyalty to your own race would prevent that in many cases. It should be possible to have each land have areas of differing levels in the event. The NPCs could give out missions based on your actual level rather than letting you pick. Also, the claws could have been based on your level as well. That way, the higher level characters would be forced to deal with the higher level mobs in order to progress and the lower level characters would be left to deal with the lower level mobs.
8) Better mass combat tools (larger groups, better tactical interface, etc.). There's been many a post about this so I won't go into it.
I'm sure there's many more ideas to come. As a first major event that encompassed all skills, I think it was a great success. I really can't wait to see the events yet to come because I'm sure the team will learn from this one and make even better ones.
Thanks again to the event team.
First, let me say that overall, I had a blast in the event. The most fun I've had playing Ryzom to date was last Tuesday in Bounty Beaches when we tried to set up a supply chain where the harvesters got secretion and turned it in for the crafters to get mats. I want to thank the event team for their hard work in setting this up and executing it for us.
First, some of the things I liked (by the way, I'm a Tryker so most of my views are based on what occured in Bounty Beaches):
1) People of all skill types could contribute. It was nice to see harvesting and crafting included, and in fact very important, to the event.
2) Noticable effect from our efforts. It was cool to see guards created when we turned in armor packages. Also, throughout the week we saw a noticable change in the kitin population, both due to the guards we created and us killing them directly.
3) It was nice to have some duration rather than it being a one-night event. This allowed many more people to participate.
4) Responsiveness of the event team. I imagine this was a busy week for them but even so, Takashi took time to talk to me about the relative difficulty of Bounty Beaches compared to the invasion layout in other lands. He agreed that the positioning of the camps and level of the mobs was not consistent with other areas and took some steps to help balance things as much as he could.
Now the areas I would like to see improved:
1) Reward vs. Contribution. The people most likely to get the big rewards were the ones that put aside the tasks required to complete the event and went to Verdant Heights to farm low level kipee for claws. As a result, those people had their 120 token rewards after the first night. I think there should be some reward for participating (items, titles, etc.) but you shouldn't end up getting these before any of the major tasks for the event are even started. The reward system needs to favor those that are actually doing the missions and advancing the event and I think the rewards should come after the event is successfully completed.
2) Noticable outcome. As soon as the Kipucker boss was killed, all of our guards, camps, and towers just vanished. These major events need to have a lasting effect on the landscape. At minimum, the buildings should have remained. Maybe the cutes could have occupied the war camp after we withdrew our forces. Perhaps a guard or two could have remained here and there. Heck, an NPC should have remained that became a rite giver that would give a rite telling the story of the kitin invasion. That'd be a cool way to have the events we participate in the game be integrated into the lore.
3) Risk of failure. I don't think there was ever any risk of failure in this event. It seems like it would have just gone on until we make enough guards and then went out and killed the boss. Frankly, I didn't expect that there would be a chance of failure. I understand that this is the first event of this scope and we needed at least one run to get the mechanics sorted out. However, in future events, I think it's important to have two possible outcomes. If the players rally to the cause and complete the tasks in a given amount of time, then they successfully complete the event. However, if they ignore the threat, I think there needs to be consequences. For example, if we didn't create enough guards and kill the boss in time, the kitins could have invaded further and destroyed Windermeer. All of the NPCs in Windermeer could have fleed and taken refuge in other cities or camps. While this wouldn't prevent any gameplay as the NPCs would still be available, just scattered about, it would certainly not be desireable and serve as a tangible reason to fight the invasion. This could lead to a future event where we could retake and rebuild the city.
4) Duration. Yes, I know that I also listed this as a positive, however, I think the invasion drug on a little too long. This ties into my point about risk of failure. It seems as if the event would have drug on until we finally got the boss killed. I think there should be a set time limit before the kitin make their final push and if we're not ready by then, we lose. I think 4 or 5 days would be a good duration, maybe starting early or mid week and then culminating on Saturday or Sunday.
5) Communication of tasks and goals by NPCs. A big reason this event got off to a rocky start was that the NPCs didn't fully communicate the goals to us in a clear and concise manner. There should have been a commander NPC in the capitol of each land that gave us the big picture (harvest mats, craft arms, and deliver packages to craete guards). This NPC could also provide updates and intel on what's happening. It would also serve as a more immersive way for the events team to give us guidance and information rather than using the MOTD or forums for that. If my previous idea of having a chance of failure was implemented, I think this becomes even more important. It would be incredibly frustrating to fail when we didn't even know the goals or deadlines. The commander NPC could say things like, "Our scouts report that the kitin are closing in and we expect their overlords to arrive in three days," to let us know how long we had to get our act together.
6) Balance between lands. After 5 days of struggle (and only 9 claws) in Bounty Beaches, I went to Verdant Heights to check things out there because I couldn't understand the posts where people said it was "too easy". I was pretty annoyed to find there were kitin as low as L16 and elites as low as L50 that would give 40 claws. I also was able to walk between the war camp and craft camp with only these low level kitin to bother me. In Bounty Beaches, we never saw a kitin lower than L150 until the very end of the event when we neared the kitin camp and they sent the waves of patrols at us. Most of the patrols were lower level. We had to fight through several groups of L150+ kitin just to make the trip from the craft camp to the war camp. There's no need to make each land be an exact copy of the next, but they shouldn't be so wildly different in their level of difficulty.
7) Include all levels of player. As stated above, the level of difficulty was pretty different between lands so this doesn't hold true to everyone. In Bounty Beaches, if you were a fighter lower than level 100, there really wasn't much you could do to help. Low level crafters could certainly help and low level healers could help some, but overall, it was really geared towards high level players. Perhaps the event team thought low level players could help in matis while the high level players helped in Tryker or something. The problem with that is, travel is difficult and many low level players can't get to the other lands. Also, loyalty to your own race would prevent that in many cases. It should be possible to have each land have areas of differing levels in the event. The NPCs could give out missions based on your actual level rather than letting you pick. Also, the claws could have been based on your level as well. That way, the higher level characters would be forced to deal with the higher level mobs in order to progress and the lower level characters would be left to deal with the lower level mobs.
8) Better mass combat tools (larger groups, better tactical interface, etc.). There's been many a post about this so I won't go into it.
I'm sure there's many more ideas to come. As a first major event that encompassed all skills, I think it was a great success. I really can't wait to see the events yet to come because I'm sure the team will learn from this one and make even better ones.
Thanks again to the event team.