"David wrote: Moore"]Hi, Here's the good word from Anthony at Demiurge: "We heard from everyone that they were having a hard time with The Gauntlet this time around. When looking at how people were doing, we confirmed that people were not progressing through The Gauntlet and looked into the difficulty. The difficulty was tuned to be far more difficult than what it should be and we are going to scale it back. Our plan is to test the change today and tomorrow and to update the difficulty in tomorrow's daily patch (as long as the testing doesn't reveal any issues)." Thank you.
fmftint wrote: "David wrote: Moore"]Hi, Here's the good word from Anthony at Demiurge: "We heard from everyone that they were having a hard time with The Gauntlet this time around. When looking at how people were doing, we confirmed that people were not progressing through The Gauntlet and looked into the difficulty. The difficulty was tuned to be far more difficult than what it should be and we are going to scale it back. Our plan is to test the change today and tomorrow and to update the difficulty in tomorrow's daily patch (as long as the testing doesn't reveal any issues)." Thank you. But they say they play test... how does this slip through? Just looking at the locked starting nodes should've raised some alarms
lockvine wrote: "David wrote: Moore"]Hi, Here's the good word from Anthony at Demiurge: "We heard from everyone that they were having a hard time with The Gauntlet this time around. When looking at how people were doing, we confirmed that people were not progressing through The Gauntlet and looked into the difficulty. The difficulty was tuned to be far more difficult than what it should be and we are going to scale it back. Our plan is to test the change today and tomorrow and to update the difficulty in tomorrow's daily patch (as long as the testing doesn't reveal any issues)." Thank you. David I'm still a little confused on one point, was the increased scaling intentional and just the amount was too much or was this a unintentional side effect of some of the changes made for CW. The Gauntlet was one of the PVE events that in general the community liked as is.
JarvisJackrabbit wrote: Player: "Hey dealer, I'm not getting the same buzz I used to off this stuff you're selling me." Devs: "Hey man, you've just gotta' buy more of it." F2P games are not supposed to be fun. They're designed to foster addictive behavior patterns which amount to chasing fun rather than actually experiencing it. This whole thread is an inevitability disappointed customer base still chasing that high from way back when. That said, this Gauntlet event is tiny kitty litter.
aesthetocyst wrote: "David wrote: Moore"]Hi, Here's the good word from Anthony at Demiurge: "We heard from everyone that they were having a hard time with The Gauntlet this time around. When looking at how people were doing, we confirmed that people were not progressing through The Gauntlet and looked into the difficulty. The difficulty was tuned to be far more difficult than what it should be and we are going to scale it back. Our plan is to test the change today and tomorrow and to update the difficulty in tomorrow's daily patch (as long as the testing doesn't reveal any issues)." Thank you. Nice acknowledgment. No chance at showing any love to those who were nutty enough to slog through it? MPQ versions of decorations for bravery, valor, going above and beyond? Perhaps a couple s? ____________NOTE: Heck no, I have not completed Gauntlet. No conflict of interest here
hodayathink wrote: Because their significant isn't how hard people are saying things are or aren't. It's how many people are actually progressing through the event. They looked at the data and it said that people weren't doing as well as they wanted, so they're changing things. Conversely, this is why they keep testing the new PvE changes even though people keep complaining, because their internal metrics seem to say that people are playing more and progressing more during those tests, which is the most important thing for them.
Bryan Lambert wrote: I find this fascinating. Because the thing is, speaking generically and hypothetically, there are three basic theories behind why things like this happen. First, incompetence. A developer wants to make the experience enjoyable to the players, but are either clueless about how to do it, or do a very bad job of implementing it. Second, malice. The developers SAY they want to make the experience enjoyable to the players, but their actual goal is to see how unpleasant they can make it before people make too much noise. Third, malicious influence. The developers want to make the experience enjoyable to the players, but are constrained by a business model or some other factor imposed on them from higher up the chain that makes it difficult or impossible to do so. If there are other possibiities outside these three, I can't think of any. And which category the scaling being discovered on a Friday, implied as intentional late on Monday, acknowledged as some kind of mistake late Tuesday, and allegedly fixed early Wednesday belongs in is something I'll leave as an exercise to the reader, since clearly, any discussions about the intent or reason behind various changes is either unwelcome or forbidden.