Unfortunately I feel like we have run a few issues from a community perspective and I feel it’s not getting the proper attention. So I tried addressing the issues and also provided some possible fixes. Feel free to discuss!
Issue 1: Double XP Event frustrating. Making it so the event does not last the entire week. That or not running it on weekends when a majority of the playerbase is free. Also declaring crafting would be included in double XP, giving players time to gather materials and prepare, then changing it last minute to 1.25x.
Fix: Extend the event throughout the entire week or move to weekend. Fix it so Crafting XP will be 2x this event and then in the future announce at the beginning the exemptions. The key here is communication. If it was announced from the beginning that it was 1.25x we would be in another situation here. To follow through and not fix this to be 2x would definitely be a mistake.
Issue 2: Reducing the PVP reward track xp for PVP faction missions. Further reducing GC mission xp. This effectively removes the massive surge in open world PVP that happened and returns us to the diluted open world PVP experience.
Fix: Move the location of the GC PVP faction mission objectives to make it more in line with other territories. Do not specifically alter GC xp. Then create a hotzone system where a random territory is chosen to be the hotzone every few hours. That territory has normal xp rates for running PVP missions (500xp/mission, so no nerf). All other zones receive 75% less xp running missions. This means that you are not nerfing the xp as long as player’s are playing in the current hotzone. This also prevents open would PVP dilution and focuses PVP in specific areas, which is a required underlying mechanic for open world PVP. This also rotates where people are fighting to keep it fresh and not always in GC.
Issue 3: Arena PVP XP rewards being low.
Fix: Increase the xp to be in line with other activities and make sure to reward loses decently. One of the early failures was giving low rewards compared with other activities, but then later reducing the xp even further for players who lose. Players that win should absolutely be rewarded more than losers, but caution when things are too drastic. An example is when OPR originally was giving zero xp for a loss. Learn from this. The system inherently is based on time put in, it’s not a ranking system. That will come out later. So don’t make it so drastic because as time goes on, there will be more and more people level 200 and it won’t have anything to do with skill level. That’s by design. It’s just rewarding how much time you put into PVP activities. That’s okay. But you need to reward these activities accordingly and reduce these feel bad moments or you are going to lead to further player churn. Nerfing everything else to make it more appealing is not the best way to keep players around.
Issue 4: More if a lighter issue, but! Not adding black dye to the shop this month! AHHHH!
Fix: Add black dye to the shop. Was just amazed that it has not been added despite being one of the most requested things to be added to the shop, it being a very simple thing to add, and finally the theme this month being perfect for it! What a missed opportunity! I think players are looking to throw money at you here, why not let them?