Expertise daily limits honestly just feel like a mechanic to prevent players from reaching end game too quickly, but a lazy and annoying mechanic. I know the issue is not that players could otherwise just buy their way to high expertise because then it would be easy to just make gypsum bind on pickup. If this was however aimed at helping casual players compete with hardcore players I think it is a poor choice.
Most people when presented with information telling them they have lost something, will see that loss as negative and won’t focus on the positives. For example if a weapon is nerfed so it becomes balanced, people will be less likely to use it compared to if it was balanced from the beginning. Using this logic, lowering the percentages of WM increases for elite zones will only be seen as negative. If you add on top of that, that players are now faced with the fact they can only level so much per day, it will only serve to annoy people. People will look back at when levelling was easier and ask themselves why they would invest more time into a game that seems to be punishing them for trying to progress faster. Even if players never reach that daily limit it will still annoy people.
If the goal is to protect casual players then give them something to do (eg. crafting, exploring, events) that don’t give an advantage for people that grind. Give the people that do grind the ability to grind as much as they want and don’t punish them for wanting to play your game more than other people. I think an ideal solution is to add GS higher than 600 and create diminishing returns for getting up to those higher levels. Have the advantage provided by those higher levels be slight and enough to allow people who play less to play in wars and pvp events.
This is a great post. Introducing daily limits to progression, even if there are alternatives, usually only has a negative impact. Not only does it fail to slow down hardcore players all that much, it also makes progression more frustrating for casual players who don’t have as much time to play during the week.
people are getting confused here I think and getting upset at a non-issue. I don’t see anywhere that says you are limited in raising expertise each day. The limits are on the gypsum side of things and targeted raising of expertise. should still be able to go kill things and open chests and raise expertise.
If someone wishes to play all day why can’t he?
Don’t tell people how they should live.
Also I have days when I can’t play at all for 1-2 weeks, and I can play 32 h total 2 in days.
That’s how the life is.
I don’t want to have limitations.
If there are bound to be any, then let them for example stack up to 3 days.
There is a problem from a business perspective that these systems address, that is the “player progression rate”.
If this rate is to high the game is not profitable, is to expensive, or is not practical. For example, if people beat new raid content in a week, they have to wait months to get more just because of the time it takes to design, implement, test and launch it.
Also, the more the team has to work on content the more expensive it becomes, the more the game suffers from quality (because of inable to fix bugs, balance, etc). It’s not good to have extremely fast progression rates for many reasons. Expertise is a system that limits that rate, and its a pretty good system so it seems.
It’s simply time gating content because they didn’t decide to release the game with content that stands on its own without relying on these mechanisms. They are forcing you to play slowly, once a day if you want to do well, like clash of clans or a lot of other mobile games. If not psychologically manipulative to try to form habits, it demonstrates their fear of losing players that would have finished the game normally otherwise. Calling this system good is subjective at best.