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Are we having a quiet patch?

Is it just that the end of northern summer has depressed contributors, or have the number of forum postings dropped off lately?

The plethora of events and activities might be overwhelming players free time too. But I'm starting to miss the comments and complaints.

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Fabulous Miz

Adventurer
I’ve been watching a conversation on the US forum about the benefits or otherwise of changes in a game of this type, and wondering how to pitch in, so given the quiet patch here I’m going to offer a few perspectives and see if it sparks similar thoughts amongst the international community.

For me, if a game doesn’t evolve it ultimately dies, and Elvenar has a blend of attributes I appreciate. The devs have a difficult task maintaining a long term balance of challenge and evolving the game for people in multiple stages of their play. One of the big risks is long time players accumulate items that make the game easy while newer starters find it hard. Handled badly this can lead to item inflation. The devs seem to me to be using change to maintain challenge without introducing escalating inflation. Pruning back the outcomes of some strategies appears part of this balancing as well.

Personally, I accept some of my strategies being knocked back a bit every now and then to maintain challenge and balance. The game would become too easy otherwise and that would be when I became bored and moved on. I see a lot of comments about the devs leaving quests in the event lists that are difficult (irritating) but providing they are not impossible for some players in my opinion that is just a challenge we know is coming, and therefore can develop tactics to mitigate. If the devs make it too easy I suspect a majority of those drawn to the game would find that boring after a while. Altering the relative effectiveness of different methods to accumulate key resources like CCs or RRs can’t inevitably be a bad outcome even if we think so initially.

I don’t know anyone that gets everything right first time when the problems are complex. I think forums can be a good mechanism for constructive feedback on projected impact of change to the devs, but expecting all adverse changes to be unwound is just not going to happen. We either accept the latest version of the game or not, but I never assume the devs have the same intentions as the player base (not least because we are not a homogeneous group).

What am I really trying to say, it’s a game and meant to entertain. If you personally are angry about changes rather than having a rant to let off steam then I hope you find a resolution to that situation. I game for enjoyment, I wish you the same.
 
given the quiet patch here I’m going to offer a few perspectives and see if it sparks similar thoughts amongst the international community.
Great to read your posting @Fabulous Miz. Well timed.

One of the big risks is long time players accumulate items that make the game easy while newer starters find it hard.
After the game (devs?) crippled the AW upgrade process I sometimes wonder if new players are thrilled, because I ain't feelin' the love. As a long term player I for one have not found that the game gets easier as one progresses. Many items that are accumulated are cheap buildings, or 5KP bonuses, or similar low grade offerings. There is the occasional nice item, but not so much that it makes me feel that I have leapt ahead in the game. :cool:

BTW, once 'new players' have invested the time and effort to become a 'long time player' then they will accumulate too. ;)

I game for enjoyment, I wish you the same.
Cheers mate. :)
 

Fabulous Miz

Adventurer
As others have said, the AW change was obviously a major clip to the pace of levelling up. But after the previous rune change it was obviously happening too fast, a phase I joined many in exploiting. Is the recent AW change too much of a nerf? Possibly but the devs seem to still be tweaking for a balance. These changes seem to go in cycles.

Spire worries me more for the impact on the wider player base, but I doubt we’ve seen all the tweaks there yet either.

Pets, especially when deployed in multiples and key combinations along with AWs e.g. firebirds, twilights, brown bears etc seem to be a blindspot for the devs on the potential destabilising impact of their introduction. These are the key accumulations over time in the player base that make the balancing more difficult, at least that’s what I perceive. But I don’t have answers just observations.
 

Pauly7

Master of the Elements
I see a lot of comments about the devs leaving quests in the event lists that are difficult (irritating) but providing they are not impossible for some players in my opinion that is just a challenge we know is coming
I think that event quests are rarely 'difficult' per se. However there are some that cause frustration and debate, especially when they fly in the face of what we have been told about the game. For example, right now we are very definitely encouraged to overscout and spend on extra KPs, despite the same devs warning us not to do these things, a few years ago.

Other quests are just tiresome resource drains without any other purpose and those are immediately frustrating for many people. Mind you, the whole point of an event is to drain resources, so we either do them or we don't.
 
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