



To put this simply, Master's do not spawn enough in maps. If I recall correctly, there's roughly a 40% chance for a master to spawn inside of a map, however there's already 4 masters with an appreciable effect on maps, and likely many more to come as development continues. This heavily hinders progress and brings up significant glaring problems.



Keep in mind that this is all hinging on the idea of keeping the current map system in place.



Problem 1: The lack of player agency



Spoiler The mapping system was once lauded as the ultimate form of the player choosing what he wants to play when they want to play it. The randomization of master's and the locking of specific content behind this randomness with the inclusion of potential content with which the player has no desire to interact make this master system burdensome.



Take, for example, the complaints against Betrayal. While I, personally, would really like more of it because there's lots of amazing crafts from veiled mods, other players do not enjoy it for whatever reason they may have.



Because it's random, and because I can't get as much of it as I want, and others can't get as little of it as they want, we're both unhappy with this system as we cannot personally choose or alter how much we get.



Our agency, or rather our ability to choose here is gone.



Problem 2: The mountain of undesired content



Spoiler Tying into the lack of our choice, we cannot influence our exposure to desirable or undesirable parts of the game. You can target specific bosses, you can target specific maps, you can target farm specific divination cards, but you cannot adequately target specific league content.



This inevitably seems to lead to the burnout I'm seeing in some players because of the huge mountain of grind, rng (these two which are not bad in moderation), and undesirable content obstructs their path to the content they actually want to experience.



Problem 3: The dilution of desirable content by further development



Spoiler We know that some expansions are going to be a hit or a miss with people. Some people will love it, some people will hate it. Further league content that goes core is just going to compound the overall amount of undesirable content that exists.



Imagine if down the line we somehow end up with 8 masters that can spawn in maps. With our current 40% spawn point, how often can one really get to content that they actually enjoy?



Some could argue that you could grind and buy your way into it, but I counter that there's only so much undesirable content that a person can endure before they find the content they desire to not be worth the trouble of getting it. This seems to be key in what most of the disgruntled players are stating today and what can sometimes be described as burn out.



So, I propose a solution that should more than likely address these problems and further be future-proofed for new leagues. I do not know the entire workings of the code for this game, but a system similar to the one I describe here could work.



The proposed solution.



Spoiler Borrowing this idea from Legacy League, I propose that the player can personally tailor their league content exposure via the master in their hideout. That is, the only masters that can spawn in maps that they've opened are the ones that they've invited to their hideout.



Take, for instance, you really enjoyed Betrayal and Bestiary, but disliked Delve, Incursion, and Zana missions (for whatever reason). You invite Jun and Einhar to your hideout and leave the rest in town. Now you can interact with the content you enjoy.



Raise the baseline Master Spawn rate in maps to 60-80%. For every additional Master beyond the first, add a flat 10% to this chance. If total master chance exceeds 100%, the bonus portion is a chance for a second master to spawn.



This does 2 things:



1)It allows access to prior league content at a closer rate to the height of the league, and



2)you're not unnecessarily penalized for enjoying the content of multiple leagues. The appearance of the master will still be diluted to however many masters you've invited.





And that's just about how I see it and what I think can be done about it. This is probably the best idea I could think of to solve this in such a way that many different players could like/hate different things about the game but still be able to enjoy what they choose to enjoy and cut out that which they don't enjoy at the same time.



I, for one, did really enjoy Betrayal while others didn't. This would easily enable more of that content for me while not introducing it for people who hate it. The same can be said for Delve, Incursion, future league content, whatever is possible.



I'll try to keep this as brief as possible regarding what I'm seeing in the game, other players I've interacted with, and what I've experienced in game.To put this simply, Master's do not spawn enough in maps. If I recall correctly, there's roughly a 40% chance for a master to spawn inside of a map, however there's already 4 masters with an appreciable effect on maps, and likely many more to come as development continues. This heavily hinders progress and brings up significant glaring problems.Keep in mind that this is all hinging on the idea of keeping the current map system in place.So, I propose a solution that should more than likely address these problems and further be future-proofed for new leagues. I do not know the entire workings of the code for this game, but a system similar to the one I describe here could work.And that's just about how I see it and what I think can be done about it. This is probably the best idea I could think of to solve this in such a way that many different players could like/hate different things about the game but still be able to enjoy what they choose to enjoy and cut out that which they don't enjoy at the same time.I, for one, did really enjoy Betrayal while others didn't. This would easily enable more of that content for me while not introducing it for people who hate it. The same can be said for Delve, Incursion, future league content, whatever is possible. Last bumped on Mar 15, 2019, 7:54:46 PM