Serious issue with weekly mutation caps

I interpreted the weekly cap to be a cap on how many mutations you can enter in a week. If it actually meant that you can open 20 in a week then I am fine with it. Generally speaking, I’m against the idea of capping entry to the content because I like being able to go do things in the game when I want to do them. Instead of a cap I would recommend making it so players can still do the content if they’re at their cap but they get reduced loot or something.

Experienced mutation people will not want to go on runs with inexperienced people If you deploy a cap of 20 mutators every week. The current system already creates a divide in that area that makes a lot of people quit and this change would make it a lot worse. It would also add a problem of people who don’t work using some of their runs before their working guildmates get home from work which would create additional divide.

I like being able to go on runs with friends that are less capable and help them out. A limit of 20 runs a week deprives us both of this because all of a sudden I have to choose who to do runs with.

It’s not a bad idea. It’s a terrible idea because it creates division and envy within friend groups.

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Cap on Mutations will kill the game people who do not do pvp. It leaves us nothing to do . This make it so only certain groups will run together leaving other players out that we help get thru harder content. Please rethink this Amazon.

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Hi there Sarphus, thanks for taking the time to express your opinion on mutation caps. I will get this sent up to the Dev team for you so they can have a look at your feedback. Other players are welcome to leave comments as well, the more feedback we get the better the game will be. Take care!

Shouldn’t be a cap at all IMO. Let people run the content they want to run. Some people only like PVE dungeons. Some people only like Arenas. Etc. Let them play the content or they will just log off. I dont understand why Developers in this day and age use these archaic methods that people were sick of 15 years ago. Get a clue.

People didnt like orbs because it was a time gate. Now orbs are gone but the time gate is worse lol. Stop trying to compromise and let people have the fun they want to have. People that dont have fun simply stop playing. Thats why there are only 20k concurrents now. People stopped having fun.

Make fun game play. Make crafting and other things rewarding. People dont want a second job. They want to have fun and feel rewarded. Woot I got a leggo drop!!! Oh its a str piece with bow perk. Oh its got beast ward.

Enough of this. Have you guys got any clue whatsoever why people left? Its because you add friction, take 4 months to change that friction, and just replace it with different friction.

If 5% of the player base finish in a week then they finish in a week. Who cares? There are still the other 95% that don’t. A lot of players that “finish” are actually people that continue to play because they are having fun with being powerful. It’s an archaic mindset that thinks people quit just because they “finished.” They didnt quit because they got BiS. They quit because the content wasn’t fun.

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It’s okay if people “complete” the game. You can always expand the game.

The reason why people play MMORPGs is because despite having limited fresh content, you can always run back and replay the things you like.

Maybe I am in the mood for an Amrine run. Who knows? So long as the option is available at a sufficient difficulty/complexity, and with a possible goodie bag at the end. People will run it.

Let people log on for their one, two, eight hour session for the day. If they want to do a 24 hour stream with their Twitch viewers, by all means. Have at it. There’s only so many Lazarous bows people want to farm. Once they get Laz bow, then they can work on other more pressing aspects of the game.

Yes, people may run out of things to do. So long as they had a great time and left feeling satisfied, they will come back time and time again.

Every MMORPG will have a dry season where content is sparse. After 6-12 months a big patch drops and everyone jumps in again.

2 Likes

I think a system like the faction bonus experience would be good. With that system, the first few faction missions you run each day give a bonus to experience. You can still run as many as you want, you just won’t get the bonus.

Instead of capping the expeditions, maybe after “x” amount of expeditions a day or week you get less rewards but you can still run however many you want and get rewards, albeit a bit less than the first “x” many.

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Just so it’s all collected in same place. Won’t repeat what has already been said wonderfully but agree that there should not be a cap. Think reduced loot makes sense if there needs to be some cap but to completely lock players out of content they enjoy creates some friction even though we are removing orbs (woo!). It’s funny how delayed this is though because I was growing used to them given the more generous orb cooldowns from faction vendors.

I say this as someone that likely won’t hit the weekly cap and actually gain something from this because I no longer need to manage my orbs as much and can just play mutations whenever I feel like it, that’s awesome.

I just think the devs need to accept that some players will likely grind mutations as their only content, the same way that some people well only play OPR for 8 hours a day. We don’t lock them out of the content after 3 hours.

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I agree with Sarphus, there’s got to be some motive behind wanting to set some sort of limit. Sharing that rationale with the community helps your community develop a way that helps accomplish the same goal, without limiting player fun.

Some things have already been covered in this thread but there’s only a few reasons I can think of for a limit like this.

  • slowing the progression of gear score, or acquisition of BIS pieces by limiting loot heavy content (Expeditions will get you larger quantities of gear, albeit mostly stuff you’re just gonna salvage after the run than any other content in the game)
  • Limiting abuses of this content such as experienced players selling high level runs for gold
  • Limiting quantities of high end gear present in the game

None of these reasons are things that content should be limited to resolve. There are other ways to address these issues that you’re already doing work towards.

-For smoothing out progression, other paths towards this goal are now or soon to be similarly rewarding thanks to the PVP track and gypsum system.

-Limits of the abuses of content should be addressed by targeting specific actions or methods of abuse. For selling runs for instance, locking out the ability to join or receive rewards for a fight or dungeon if already in certain fights, such as the end boss. If people are carrying a person thru the run and getting paid to 4 man the dungeon, that might be harder to punish, but also much harder to pull off.

-If the goal is limiting quantities of high end gear present, then some of the other updates coming in this patch seem to counteract that. i.e. increasing presence of useful perks, quality of gear at higher expertise, and ability to salvage named duplicates for access to named drops that you haven’t gotten yet.

In the end, we’re still here and playing to have fun and we want to continue to do so, but setting limits or gating access pushes people away very quickly. We don’t need easy access to the best rewards handed out to us, we just need to know that we can continue doing the content we enjoy without an arbitrary limit.

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So they cap mut I usually do 10 per day, in my 3rd day I will do… ?? arenas is boring, wars I dont have 49 friends playing NW. SO If you cap mut, PLEASE ADD MORE CONTENT.

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The should restrict rewards not actually running the instance. Take GW2 fractals rewards, some you get enhanced bonus one time daily rewards, run it again within the server daily reset period and you get a “standard” reward. You can run the fractal as many times as you like though.

The just need to change the way the drop rewards so they can control it better, at present the only way they can control it, is by preventing you running content. This is not a good scalable method.

AGS create a standard way rewards are granted, one that you can use on any type of content. Easier for you to control outcomes, less work over time.

:slight_smile:

1 Like

sry for bad spellsing :stuck_out_tongue:

Capping mutations is a bad idea for all of the above reasons, but I will summarize the biggest points (IMHO).

Here are the problems:

1. Exacerbating already-present community divides:

  • 1A: Helping Less Experienced Players: With a 20-run weekly limit, there will be zero incentive for experienced PVE players to help inexperienced PVE players; why waste one of your limited precious runs helping someone thru a lower mutation level than you can currently open/complete.

  • 1B: Killing PUGs: Gone will be the days where experienced people who already have a close-knit group of friends will open up their circle to let randoms join their group for a mutation run. Why risk getting Silver/Bronze on one of your now-limited mutation runs because someone wasn’t running something correctly (or differently from how you normally run it)?

2. Hard-Limiting the ONLY Content some players log on for: I, like a significant portion of the player population, am a 90% PVE-content junkie, typically only playing PVP content when I can’t find a group for expeditions. On full-send weeks, I can easily run 20 mutations inside of a two-day period (and love every minute of it). So Day 3 comes, and I have no mutations to run…guess who’s probably gonna go try that other game my friends have been talking about, or actually go spend time with my family, or go outside and find something else to do…THIS guy.

==============

You (the devs) have already made a lot of great strides toward making content more accessible for all players:

Removing tuning orbs is a very popular approach to “leveling the playing field” for accessible content for ALL players when looking at the community feedback but realistically, with the recent updates to faction points accrual, obtaining orbs has become an easily attainable goal for anyone regardless of player level, crafting level, number of teammates, or ability to enter dungeons.

    • Further tweaking the faction quest rewards and/or time gates a bit more on orb purchases via faction vendors would get us the rest of the way there. Yes, we’d still need to do a small bit of “work” to get the faction points, but it wouldn’t be an unbearable task.

To yodamaster123’s point, if this idea of capping mutations is to achieve OTHER goals, you need to share those goals with the community clearly and concisely and I guarantee you’ll get enough feedback to come up with a better solution that will meet your requirements without alienating your player-base and speeding up the stagnation of this game.

2 Likes

Please no cap on mutators, or at least a much higher one.

@Sarphus you nailed it. This is exactly why I haven’t played much in the past 2 weeks. When you limit aspects of the game that people enjoy you will limit the amount who play.

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