sry brewer but thats mechanics that drive people away.
If i imageine dont playing for 3months log in and found out my skills droped, Insta quit and playing some other game to enjoy instead of second job online.
Its not about instand gradification it would be just bad game design, same with slack hauling and some other stuff they could make it interesting and whatever and less grindy. but it has to feel fair. If something feels unfair or totally out of balance people dont do it. But if they have to do it in order to have fun later its just bad game design.
The grind should be the fun Like in GTA Online, the grind is the fun not the money afterwards, sure you onyl grind because of the money, but thats the thing it never felt unfair in any way. thats one of the key differences why some mmo's totally fail and some dont.
If it feels to unfair people leaving and playing something else. if the grind ist 10000 hours long but interresting and feel fair, noone get bothered.
i dont have a solution for that problem, but inta everything is no solution at all. its hould be more like mechanics that make sense.
for example slag hauling. why limited nodes, make nodes like spawing in areas and stuff and have so much that they are there for weeks and stuff. than you can balance the stone outcome instead. Not limiting the Amount of base materials but balance the amount that comes out of it. Just an example. or exrracting with animation, and less time waste in processing stuff, more like put it in the grinder, and walk away and get it 1hour later or seomthing.
More Important Stuff here:
and secondly everything sv do, they should always have in thier head the Meta shit the player have to do in order to do x
that means if you balance stuff for a dungeon for example. what Meta shit the palyers have to do.
- Organizing all people together to get dungeon group
- Armor Crafting
- Weapon crafting
- Taming
- planning
- Bow Crafting
- Travel with all people to the spot
- get out of the dungeon travel back
- sell the shit for actual reward money
and congratz you wasted hours and hours for nothing and you haven't made the dungeon.
And SV totally forgot to calculate such shit in. thats why many people Hate mortal and left. Its just feels for some people really punishing. all that extra stuff that dont get rewarded for the time if you split the dungoen stuff to about 6people whats left? to less to be resonable in any way. thats why its hard to motivate people to do dungeon x.
because why should i waste x hours runnign around and ghosting back and waste a whole day of my life for nothing or not even enouhg reward. thats why many dont even approach some runs or spots because it simply doesn't worth the meta hassle.
And you have to Calculate in possible failure:
if mobs are bugging than lower the stats until fixed.
on top of the meta shit you have possible failsures that can't be your fault.
That feels sometimes pretty unfair to but you cant do something about it.
- getting fucked from other group while traveling
- Die in dungeon because of bug
- die in dungeon because tem mate is drunk as fuck
- die in dungeon because bad map/falling through walls and floors
- pets die in dungeon because of bad pve/mob aggro range.
- and so on
but do someone calculate that in no.
Everytime someone shittalks about inta farmign 100g an hour or something, its mostly bullshit because you have to calculate/guess many more shit in than just the time youre there and doing stuff.
I really hope that SV get thier shit together and realise thats the whole picture of the mechanics and feeling for grind matters.