Hello DECA games, while I had intentionally kept silent as I had seen frequent feedback before and only believed things such as the keyper returned in addition to so many 2x event white and etc because of the Exalt beta and believed you were finally going to put a stop to this, this event clearly shows an immense lack of understanding from your team and a failure to communicate, listen to, reason with, or understand the playerbase. I apologize for the harsh criticism, but this is what I have recently seen out of you on the whole and I will be making more posts about it in the future for the other issues, but this one right now is the most pressing with the release of your event. Which event you ask? For those who are unaware, DECA has released a new event here: https://www.reddit.com/r/RotMG/comments/gi6xy6/mountain_templethe_shatters_challenges_event/ .
This event features a mountain temple event, a shatters event (literally right after one just ended), and a 3X EVENT WHITE EVENT. With the framework set, lets begin.
Problem 1: What Playerbase?
Since the ownership of DECA I have taken two small to moderate breaks from the game, but one thing that has always persisted is events. Since their introduction, there has almost always been at least 1 event active without fail, often more, since 2017. That is four years. Not only has it been 3 years of constant events, but it has been 3 years of constant events that players are generally unhappy with. I imagine you think they are a good idea because of numbers on paper, but if you take a step back you can start to see the numerous harmful aspects of these events, such as:
Player burnout
Encouraging unintuitive / boring gameplay
Greatly shortening content lifespan (this is a VERY important point I will get into in greater depth in a different post).
Changing what players evaluate as âworthwhileâ, ex: why would I ever go into a realm and do dungeons when I can wait for its event that will probably be in a week? The Realm is where players inevitably get the most gameplay and this has already changed significantly because of dungeon running, however damaging it even more is unacceptable.
Probably more I am not immediately thinking of.
DECA needs to take a step back and seriously assess the harm these aspects have on the game, primarily in the player happiness and content lifespan aspects, as both are greatly diminished by these events. Here is a very small sample of feedback (I did not collect the myriad out there because I believed DECA was already planning to stop, so my apologies) of a feedback in the ROTMG discord and then a few replies to the reddit post. https://gyazo.com/e8be7e4f289a72a4140be1bfbea89367 https://gyazo.com/923d0221b783517ade419d0b29900410 https://gyazo.com/28f22bab7bfdcd3d93626e15c4a466b1 https://gyazo.com/9431c0045d77433e3d4a740b3fa57613 https://gyazo.com/0f74c7e1c99828fb584279ef412f6924
As you can see here, there are at least a moderate amount of players that are unhappy about the state of events, and this number only becomes larger the more you look for it. In fact, here is a meme video criticizing MOTMG 2018, and you can see from the support of it that there is clearly at least some issue here: https://www.youtube.com/watch?v=ml58KltzW8I&feature=youtu.be . This was in 2018. In 2019âs MOTMG, there were numerous complaints about the difficulty of acquiring alien gear due to a busy life, having to pick and choose between the ~4 events active at the same time, and etc. Who knows what 2020 and beyond has in store if the trend continues? All I know is it wonât be good. Listen to the playerbase you have ignored for so long.
Problem 2: What Content / What Gameplay?
The reason events are a problem for players should be obvious (exhausting, demotivating, discourages people from playing the actual game and rather just logging for the event they want, etc), but the damage to the game, which is much worse, cannot be understated. Events not only discourage players from playing the game as it is intended, but as items are one of the three major progression types in the game, rapidly accelerating their drops even further discourages experiencing the realm and the game overall, which means there is much less content players want to or will consume. This is only amplified with the way that dungeons are ran during events. These three factors make your already established content rapidly lose value (especially items, when an item is no longer special it hurts it immensely), and requires a drastically increased schedule of either escalating events or content to keep up (and this of course has damage to game balance and item value overall). This brings us to problem 3.
Problem 3: The Escalation
As you have clearly noticed by the volume of events you produce and the increased absurdity of them (3x event is absolutely unacceptable, especially for a cosmetic that most people donât care about. People are not doing this so they can afterward get a cosmetic, theyâre doing it so they can get an event white.) players continue to need more benefits from these rewards over time to continue playing, which is exactly one of the problems I cannot restate enough in this post. Event spam makes players play less, and it makes them require more to play. From a company perspective, this is the worst thing you can do to yourself. Short term profit is not worth the amount of content you are cutting out from the game, and to compensate for players goals being accelerated much faster you must now balance the future of the game with players who have gained a major entitlement from these events, and, more importantly, all of the best items (meaning they will need greater and greater for motivation). Why make balancing a nightmare and create a much harder content schedule for yourself? You are helping not only the players and game health, but your own business as well by giving it some breathing room. Two of the earlier screenshots ( https://gyazo.com/923d0221b783517ade419d0b29900410 and https://gyazo.com/28f22bab7bfdcd3d93626e15c4a466b1 ) illustrate this point perfectly, and this is exactly how players begin to think about events. Itâs time that you start thinking about them too.
Problem 4: The Solution
âIf events are such a problem, then what is the solution for them? Events are obviously a strong profit for DECA, so how do you balance the loss of income? What about the positive impact events have as an idea?â While I would first like to state that with dungeons like the lost halls deca will NEVER run out of key purchases (fungal and shatters are also ran all the time in discords, and tombs are ran in guild / public / private frequently as well still) so this is not an argument I would readily accept, there is a point in saying that events certainly do have a place in rotmg, and can have a lot of value if done right (and the point of this post was never to say that events are bad, but rather that the current events are). So what should you, DECA, do to stop this vicious and endless cycle that hurts both the game and the players in the long and even short term? Here are my ideas:
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Less events. Above all else, events need to happen MUCH, MUCH less to stop Problem 2 and 3 from persisting and getting worse, encourage players to start playing the game as normal, and bring back a lot of joy that has been lost from the soul draining nature of these events.
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Actual events. I saw this talked about by other players before regarding the event spam and it is a great point. With a much more infrequent event schedule outlined in point 1 you would have the ability to make this point a reality, this point being real events, not chest or drop ones. And no, I am not referring to the Keyper, an annoying, unintuitive test chest with a ridiculous drop table, I mean actual, fun events. I cannot think of a single other game that has the definition of âeventâ set as another chest you hit after to potentially get the same drops, and while this is not a bad reward at all, the idea here is that you can make new content in the already established areas to add more replayability, more value to events, and a much better overall player experience. For example, what if there were parasite colonies (plural) for a parasite event, with a temporary different layout to accommodate for the change? What if it had a larger arena but birthing pods that spawned corrupted characters with greater strength than they normally have? What if the colony had a distress call that summoned a form of special drone from the walls? What if (since parasite chambers is a corrupted guild hall to my knowledge) an infected Guill became a large part of the event fight? You have nearly limitless possibilities that are untapped here, and the players would find much, MUCH more value in this than what you are doing right now, or at least I know I would. In fact, why not help DECA out by leaving ideas of what you would like to see from some real events in the comments? You do not need to change the reward of events at all, just how they work (and with the infrequency listed in point 1, the threats that are present to the game with the current event system are a thing of the past).
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Introduce HEALTHY incentives for consistent gameplay. While it is true that ROTMGâs loot system is not perfect and could use some improvements, you are performing a surgical operation with these events for something that needed a band-aid. While removing event culture is a HUGE plus for the game overall, realm has suffered the issue of some whites being particularly unkind to players to the point where they may just give up farming for it.
INTRODUCING: Pity Rates and In Dungeon UT Exchange! I have deliberated over the white system for a while and I have found this to by far be the best solution. While I strongly disagree with the current UT exchange idea and believe it should be abolished completely (I will go into this in greater depth in a different post), there is certainly merit in a form of UT exchange which I will outline here. So how does the new system work? Whenever you complete a quest, there is the chance for the white you are looking for. However, that is all there is at the moment. Under this system, any time a boss completion fails to drop its white(s) there is a very small percentage increase to the playerâs chance to get its white, resetting when one is acquired. This of course must be balanced carefully so that the grind is not removed, the purpose of this is to give players a chance or properly reward them for their dedication to an item, because in cases like mine where it took the chest events to gain my significant number of crowns (previously doing over 1000 without one) or in Marvinâs where it took something to the tune of 1.4k voids to acquire the Omnipotence Ring, the occasional punishment the loot system can administer is seriously demoralizing and this should be changed.
âBut I keep getting Bloodshed ring from Malus and it resets my rate every time, so this system really doesnât fix my problem of being unable to get a Ritual Robeâ. This is where the very specific UT exchange comes into play. Unlike the total mess that is DECAâs version, this exchange doubles down on the fairness of this new system by allowing you to melt your undesired items into ones you may actually want but fail to get, and as they come from the exact same place, unlike the other UT exchange you have actually earned the item(s) you are grinding for! So how does it work?
If a dungeon boss has multiple whites (ex: Lost Halls) you can only trade with the items the boss actually possesses (example: Breastplates cannot convert into Omnis). If a dungeon boss has one white (ex: Shatters), you can convert gemstones into crowns for example. To make this fair and to add reward / excitement to getting the actual drop you want, it will require multiple of the white you are offering to be able to acquire these items (for example, 3 bloodsheds or 2 bloodshed + skull for 1 ritual). Event bosses will not have exchange.
It would be amazing if this system could be applied to STs too, but getting it implemented for whites is the first step. With this, any possible negative impact from event culture will be gone and the small problem whites have had will be out of the picture entirely, allowing for you to focus on making real events as outlined in point 2 which are much healthier for the game and much more enjoyable for the playerbase!
- Make events an event (restore meaning to the word). If the previous points are followed correctly, you will be able to give the word âeventâ in ROTMG value again and make it something that players are excited for in a beneficial way, not the way they are viewed now. This will not only be good for Exalt marketing and bringing players back / getting new players into the game, but it will also have the gameplay and game health benefits outlined in the previous points!
Conclusion / TLDR
While events certainly have a place in the game, they do not have one the way they are implemented now, a way that causes significant damage over time to game identity, player experience, and content value. Serious change to this is required and massive improvements to game health and experience can be made here, and it should be before the aforementioned damage becomes impossible to heal.
Thank you all for reading this post! If you agree with the ideas or sentiment shared in it, please consider giving it a like and sharing it around for support, as this is the best way to get DECA to listen to us about this issue!
Support links:The Problem with Event Culture (and how to fix it) https://www.reddit.com/r/RotMG/comments/gidgds/the_problem_with_event_culture_and_how_to_fix_it/