Well, the season is over now. Though the testing servers are still up, it looks like you can only view the top 20 leaderboard, and the one that shows your current placement says the there isn’t a season going on.
Before I launch into typing up more feedback about my thoughts on the challenger mode/this season on public testing, I’d just like to begin by saying that these last 2-3 hours were genuinely magical. There was like only 8 people online, but by god did we band together to topple event gods, storm the castle, defeat O1, and then conquer O2 (though not with casualties).
There was a sense of adventure and teamwork and friendliness that harkens back to perhaps your first days of Realm, and it blew me away especially given I’m relatively new to the game, all things considered.
It was amazing, and I felt similar even when this public testing had like 60 people online; everyone was teaming together to clear abysses and grind out udls.
You don’t see this in current Realm any more, in prod. If I’m in the godlands, half the time I’ll call out a dungeon so people can join me to run it for loot, and I’ll get no one tping over. The nexus sitting to wait for some whale to pop wlabs so you can sit at spawn while the trickster tps over and then steamroll the boss is like the absolute opposite feeling. Not even organized Discord runs for dungeons like halls even hold a candle to the atmosphere I experienced this public testing.
It was beautiful.
I might be going off on a slight tangent here (if I am just skip down to where I’ve put down bulleted points, that’s more concrete feedback), but I believe one of the key factors to this was that everyone wanted their character to grow and survive, and it was not a trivial task to do so.
If people just aren’t dying, because they are cheating, it affects more than the leaderboard (which is already a big issue by itself). There is no reason for these players to play it more safely, if they can spare the time to make up for playing sloppily, if they will not risk losing their character. I know that Deca is trying their best, and intends to try as hard as they can, to prevent cheating during challenger mode.
But I don’t think it’s enough. I can already give one example where more can be done, and that’s with how our lovely individual “A” from Sebchoof’s video on cheaters is still taking up 2 all-time top 10 leaderboard slots on prod. And I think that the fact that cheaters will still likely be rampant in prod does risk jeopardizing the wonderful experience I have had on public testing, where it’s just not feasible to be cheating.
I realize that for many reasons, not just the cheating problem, I might potentially never be able to experience the wonder of public testing challenge mode once all the testing sessions are over… but uh yeah it’s not like there’s been anything else in my life I have enjoyed and then lost right haha
Uhhh anyways overall, I think the current season for challenger mode is definitely strong.
Bulleted points time!
- This may be harder to implement/tack on to the current implementation, but I would love to see individual class leaderboards as well.
Currently, there’s not much incentive to pick certain classes with less survivability/utility, and even more so if there are no UTs to grind for on that class. These classes may also be less likely to reach top 20 against classes with more survival power.
If there were a leaderboard for each class as well (similar to how RealmEye has top wizards, top mystics, etc), then even if you might not be top 20 in the world for this season overall, you can at least try for top 20 in your class!
- I think that there may potentially be not much to do after 8/8 other than grind O2s in this season, and so players who are currently on the leaderboard and have maxed their character have no incentive to play further unless they’re at risk of losing their leaderboard.
This probably explains why public testing seemed kinda dead tonight. However, adding more content could contradict the intention of having the tinkerer quests be feasibly obtainable for someone who isn’t playing 24/7, so it’s a tricky problem. I’m not really sure if there’s a good solution to this.
- The tinkerer quests are feasibly obtainable, as is the intention, if there is enough activity (for example, Friday afternoon for me was very active). However, if they’re at the level of activity I experienced tonight, the tinkerer quests would not be feasible to obtain within 4 days.
Hopefully this is a non-issue when it hits prod, though I’m not sure what the planned set-up for challenger is on prod (separating servers per region? will having the intended number of servers effectively work, given currently on prod I often experience players flocking into one server and even crowding at an 85/85 realm portal rather than joining the other realms or even playing on other servers?)
- Probably already noted and queued up for fix, but pet yard upgrade and potentially other things are definitely using legacy mode fame still despite being listed as costing 0 fame.
- I feel like O2 is too powerful in terms of fame, and can contribute to potential burnout in this 4 day season because of how many you need to do to compete. Missing out on a couple O2s can leave you having to play major catch-up with the players close to you on the leaderboard, and a player could miss O2 for many different reasons.
It should hopefully not be as big of a problem in a month-long season for example, but in a 4 day season, the players who are playing as much as they can over the weekend are already going to be stomping the leaderboards. There isn’t really a good way to make up for the missed O2s either, especially if when you get on, the server activity is low enough that O2s aren’t being done as quickly as during other times.
I don’t think O2 fame should be nerfed, because I think 100 fame is ideal. Instead, dungeon fame could probably be upped just a bit more to compensate (I don’t want to up godlands fame at all, since that just encourages fame trains).
- I would like if the final leaderboard (for your personal ranking) for the season is still visible for some brief time in some form in-game after the season ends.
This way, people can view their final placement and see how they placed at the very end of it all. I don’t think it should be just blocked off entirely, but just archived for a short period of time at least, obviously without it receiving any updates from the point the season ended.
- The points I brought up in my earlier feedbacks I still believe in and hope that they are considered.
- Other than that, I think that the rest of the decisions made for this season work wonderfully.