Flexible Timers (for E. Merits)?
Neat idea (as long as the information on how many you've gotten is added to the UI somewhere) but I figure that as more Trials come out this will be less necessary.
Reward Merits have a similar keepout but few people complain since you can easily run a different TF. Eventually we'll get to the point where we have 4 or 5 Incarnate Trials at which point they are in the same position as TFs, you can get plenty per day but have to run different trials to do so.
Have it setup so it still maintains the same overall rate, just be a bit more forgiving for people to work around their schedule
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Like Adeon Hawkwood was saying the Devs have told use that they want to give us a new Incarnate trial every Issue from now on. They've even strongly hinted that the next Incarnate trial might get to us even before Issue 21 arrives. We are just in a weird transition period right now where we only have two Incarnate trials to run. Eventually the system will become more flexible once there are more options available.
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I think 1 per trial/day would be more realistic to ask for than 7 per trial/week. I'm pretty sure the devs would prefer you obtain one guaranteed rare every 4 days, as opposed to being able to get one in one day.
Sure, you'd have to wait all week, but once more content became available, you'd be able to have a lot of tier 3's in a matter of hours.
But I could get on bored with not having the strict 20 hour timer. Sometimes I have mornings to play, sometimes its the evening, I don't want to suffer because my life doesn't completely conform to a 24 hour cylce.
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Kill 'em all. Let XP sort 'em out.
But I could get on bored with not having the strict 20 hour timer. Sometimes I have mornings to play, sometimes its the evening, I don't want to suffer because my life doesn't completely conform to a 24 hour cylce.
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It's something that other MMOs do with their Daily Quests and I think it makes a lot of sense.
I don't agree with a 24-hour cycle. I like it at 20 as it is now. With a 24-hour timer (assuming I had time to play every day, which I don't) I can run my first trial at 7pm, finish at around 7:30. No problem. but the next day, I get on at 6pm but can only play for a little while. No reward for me before I have to go out.
Even if I can get on at regular times, there will be an inevitable creep towards later in the day to get my Emp reward. I finish one day at 5:30, great. Next day I have to finish at 5:35 to be sure I'll get it. Over time (yes, a long time) I won't be able to finish before 8pm.
Conversely, let's say the trial goes really well and finishes in 20 minutes instead of 30. If I started 24 hours after I started my previous days trial, then I get no Emp reward and have to run another.
20 hours works pretty well as it gives you plenty of fudge factor to accommodate flexible schedules.
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I don't agree with a 24-hour cycle. I like it at 20 as it is now. With a 24-hour timer (assuming I had time to play every day, which I don't) I can run my first trial at 7pm, finish at around 7:30. No problem. but the next day, I get on at 6pm but can only play for a little while. No reward for me before I have to go out.
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So you can run it at 11:59pm and again at 12:01am the next day but if you do you can't run it again until 12:01am the day after that. The advantage is that those who cannot get on at the same time every day are not penalized. Suppose a player has a playtime that alternates between 8am-10am or 8pm-10pm. Under the current 20hour cooldown system he can only do it every other day since his 8pm-10pm time one day will block out his 8am-10pm time the next day. A 24hour system fixes that by saying that he can run it once at any time between 12:01am and 11:59pm on the same day but, unlike the current system, his time on the previous day does not affect the available time range the next day.
From an implementation point of view I would think that this should be doable by changing the expiry time of the reward flag (although Standard Code Rant applies). Presumably the current system sets a reward flag that is keyed to expire at current time + 18 hours. The proposal is to set it to expire at 12:01am the next day.
I don't personally think that more incarnate trials helps the situation any, it just adds another task to the 'daily grind'. Yes it does reduce how many days you need to grind, but I don't think it really helps with the [arguably perceived/playre generated] need to grind out as fast as you can.
Mostly, I just like the idea of letting the 'weekend warrior' have a chance to catch up. Now admittedly, we don't have that robust of a raiding super-group culture in this game, so it's not as big of a deal to behind a few days.
It is a fair point though that as more trials are available [presuming no new currencies], that it will be quicker to get to the 30 merit point, but I think the problem of feeling a need to log in every day to get your grind done is still impactful. That's going to be something that's really different from person to person.
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Mostly, I just like the idea of letting the 'weekend warrior' have a chance to catch up...
...It is a fair point though that as more trials are available [presuming no new currencies], that it will be quicker to get to the 30 merit point, but I think the problem of feeling a need to log in every day to get your grind done is still impactful. That's going to be something that's really different from person to person. |
The solution you're suggesting is beneficial for someone who only plays once or twice a week but runs a LOT of trials in that time (currently 7 a day if they play on two days). As the number of trials increases the number of trials per day they would need to cap the merit system also increases which decreases the value of this change substantially.
I guess the question is how many trials per day do you think the "weekend only player" is actually running?
I guess the question is how many trials per day do you think the "weekend only player" is actually running?
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Although you do make a very good point, as the time investment for the trials is pretty high, and again since we don't have that raiding super-group culture going on, there's a lot of time spent forming [also given the turnstile is fail which is a separate issue].
Although, really, my idea is snagged/ebilly stolen from another mmo, which it's a daily event [singular] that tends to queue for 45 minutes and then take a decent chunk of time to complete as well.
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Currently, we have a ~24hour [real time is about 18 or 20, no? I dunno] timer limit for obtaining e.merits through the trials. Perhaps to be more scheduling friendly, could change it to a simple cap per week instead [7 per trial/week, for instance]. It allows for more accommodation to awkward schedules and breaks up the feeling that people Must log in for their 'grind' every day.
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Have it setup so it still maintains the same overall rate, just be a bit more forgiving for people to work around their schedule
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