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Stop punishing high levels
Squidslinger Gilder:
New achievements are insane. Not only did you people force us to redo Flayed but you are also making finishing others almost impossible. I have never seen entire opposing teams made of level 7+ let alone 10+. Even 4+ is very tough to find sometimes. These are all very rare situations and require players to be committed to this game as much as we are which does not happen. So you're literally punishing us for loving this game by forcing us to wait for some extreme rare chance of getting these players on. Then in most cases we have to literally pub stomp them which is near impossible unless we too are running with a stacked team. All in all this promotes matches where high levels bully newbies into leaving so they can get all the vet players in.
If these achievements are changed so that there only needs to be 1 player of this level on the opposing side then that would work a lot better. But still, your forcing a situation where no one will be able to get to 15, or to get there, they have to find some way to cheat to do it. If we are reaching level cap too fast then don't punish us for it. Some of us want to be able to cap all 3 classes. So we work hard on each one to get there. That isn't going to happen at this rate.
Captain Smollett:
I posted a thought similar to yours Gilder on another recent forum thread but I agree that many of the new achievements are simply cruel.
Pickle:
Muse could publish the stats of how many players are at each level for each profession. I wouldn't expect more than a handful are currently at L11/12 so the very last achievements for each profession are currently impossible.
Matches with everyone at L7 or greater are possible at the moment, but only if those of us that qualify decide to abandon the lower level players and set-up private matches amongst ourselves. I don't think Muse intend to force this level of exclusivity and division amongst the player population. But I do realise just how far some players have pushed the achievement system by actively farming achievements for levels (and I don't think anyone L10 or higher can deny this) and Muse have probably hoped to buy some breathing space and slow the pace of level inflation at the top. The problem with the current situation us that it's going to create a small pool of players sitting either side of the L13/14 threshold growing in their frustration whilst waiting for others to catch up. Which for casual players like myself will probably never happen.
Squidslinger Gilder:
I caught a comment I never thought I'd see today. Captain Phil stating he had given up.
If that doesn't sum up there is something wrong then I dunno what does...
Clara Skyborn:
Hey, everyone,
I understand that the new achievements came as a bit of a shock. The enemy level caps were introduced to a few of the categories to make achievements more meaningful by ensuring that victory was earned against a worthy opponent, rather than farmed from helpless newbies. While I know our top players are generally more scrupulous than that, the existing achievements with no level requirements would encourage a real min-maxing achievement farmer to rack up those wins as quickly as possible by looking for the lowest-level players possible to win against, and dominate (perfect victory, no hull damage, etc.). That's tedious for the high-level player, and absolutely no fun for the lowbie. And the only way to make it take longer than a few matches to accomplish would be to require you to do it over and over again, which is even worse.
Yes, the top-level achievements aren't achievable right now because there's no one at those levels yet, because they were just released. I realize that the game's population and the number of high-level players are currently quite small, but we're planning for growth. Only a handful of categories use the level cap constraint, so it's still perfectly possible to continue to make progress. The numbers are large because this isn't a linear scale -- it takes longer to get from level 14 to 15 than from 4 to 5. There's nothing at stake here but glory, so we've planned for a very long curve to give the top players something to always be working toward. We would rather have a long progression with very lofty goals to strive toward than a quick, short curve that everyone can complete in a couple hundred hours and a lobby full of Elites.
I know it's the hardest on those of you who have been consistently hovering at or near the level cap as we release content, and your hours played to reach max level are going to exceed those of a player who joins today and plays to level 15. As the pioneers, you're the ones who get the roughest time of it as we work out the kinks. I'm also sorry for anyone who was caught out by some of the shuffles that were done in response to your feedback -- like moving Flayed back, since it was too tough to complete and slowing down progress at the lower levels. If you already completed that achievement once and would like a pass on it for the second time, email us at feedback and we'll try to figure out a way to let you skip it. (Although the real solution here is to make Flayed feel like a fun map that people enjoy playing, rather than a death sentence. We are working on it.)
I also appreciate that the caps seem punitive at the highest levels and are excessive for the current population of the game, so they've been lowered to 7+ for most high-level achievements. That should be going live in a patch soon (I don't know the exact timing, sorry -- on the other hand, I don't think anyone is actually at any of the affected achievements yet).
On a largely unrelated note, this patch will also change all capture point objectives to a simple "capture" while we rework our capture point event system to be a little more sensible and consistent. Sorry for the ongoing confusion on that one.
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