They're adding a feature to allow players to replay exhausted adventures for reduced rewards, meaning a CC(C) final chest and half the XP you'd normally get. This is already live on the test server, though the XP formula is currently broken. I've been thinking about this, and it seems like a lot of work that doesn't provide much benefit to anyone. Players who have completed the campaign need items, and either won't get any XP or won't want XP. And newbies stuck at a module and trying to level up a new party need full XP, not half (yes, they can just repeat the modules a third time, but why force them to?). And worst of all, you can't get the Loot Fairy on replays, so we continue the current situation where players refuse to play any SP for an average of half of every day out of fear they'll lose out on the fairy. My suggestions: Replay gives full XP and a CC(C) final chest Replay gives 0 XP and a CCUU(U) final chest Player chooses between 1 and 2 This game is called "Card Hunter", but right now there's no practical way to actually hunt for specific items. The only really effective strategies currently are playing lots of MP and Leagues for high rarity chests or farming SP for gold to spend in the shops; and neither of them let you restrict the level range of the items you get. My option 2 above would give players an unlimited number of CCUU(U) chests at any level they choose, giving them a chance to at least try to hunt the items they need. Another change that's planned (I don't think it's on the test server yet) is changing the quests to give CCRR(R) instead of CCR(R) for the final chest. And they've already discussed letting players ask to reset any quests they've already completed. Again, this seems like a very complicated solution that doesn't help a whole lot. Also, the devs have asked for feedback on the effect of the balance changes on SP, but we can't give that feedback for the quests because if you personally beat a quest before, you're not allowed to try it again after. I'd much rather be able to repeat quests for full rewards. We shouldn't be allowed to repeat them too often; I'm thinking maybe once a week (or even once a month would be fine).
I preached this in other threads but i will repeat it here, since it is a more focused topic. Finding the fairy or the bandit should also be possible when you replay adventures.
I seem to recall Farbs mentioning that the changes were actually necessary so that co-op campaign will work properly (i.e. so that you Don't Break Stuff™ when you get pulled into an adventure that you've already completed). The thought about getting more loot came afterwards. But yes, it would be nice to have a rotating set of weekly/monthly quests. ^_^ A better final chest on second completion would also make the feature potentially interesting for loot collection, seeing as it's always going to be easier/faster to farm a single level repeatedly (which was already possible) rather than go through set of different maps (which the update will make possible) for the same loot.
I agree with all this. Although I'm alright with quests staying locked too or being only able to unlock once.
It isn't forcing, it's allowing. On the first day or two, once you're done, you're done. (I'm not counting MP because I'm me.) Someone new to the game will probably prefer to continue playing, even for reduced rewards, just for a chance to learn the game and get more stuff. If they don't want to, they don't have to. Also, I've dropped enough epic and legendary items from CC(C) chests to know they're worth playing for. I would like to see the fairy and bandit show up in exhausted adventures. Under the current system the LF actually reduces the amount of adventures I play.
Thanks for sharing this. I must have missed it. I didn't understand why they were doing this since there didn't seem to be a call for it. Me, I don't think I'll even replay an adventure. But if this is what it takes to get me the coop campaign I'm all for it. I'll let others hash out what the rewards should be.
Hmmm, I think co-op and solo play should be completely separate, not just because of exhaustion, but also for treasure hunts not purchased or locations not yet revealed. So don't give either player XP or guaranteed loot, and don't mark the adventure exhausted or even completed. This would be a problem if BM was intending this as a way for players stuck in the campaign to get help from a friend (if so, I have a few alternative suggestions). The reason I play SP (and games in general) is for the sense of accomplishment, and having someone else do the hard parts of an adventure would just cheapen the experience for me. Obviously, no one is forcing me to play co-op, and what others do in SP has no affect on me. But a big part of the appeal of CH is the challenge, and I don't want that to go away.
Do i get this right, the new release only lets you find the fairy when it is your very first playtrough of the adventure? Can't be.
Personally, I also would like to see the Loot Fairy available in exhausted adventures. I'm one of those people who doesn't play SP if completing an adventure would potentially cause me to miss the Fairy. I understand that it's my own choice to limit my play (and greed. Definitely greed), but it's still a bit frustrating when I know I have twenty minutes to kill but don't want to miss my chance at the good loot.
Yeah. If you've exhausted the adventure before the LF moved there I don't see why it shouldn't be available to the player. There have been a few times where the LF has moved to a quest I had done the night before so I couldn't do it before the reset. :/
Excuse the necro, but to my mind, better than starting a new thread on the exact same topic; Lately, I've been getting more and more bothered [Read: discouraged at putting any play time in] at not being able to run adventures 'when I want to', due to having to wait for the loot fairy to reset that day first. After all, it's a lot less efficient to run, say, 4 adventures that end up locking out the fairy, than just waiting for the fairy to pop and running it alone.
I personally don't see why the fairy and bandit don't just reset when everything else does. It'd only allow one fairy run per day, but I'd argue that feels much more natural than what we have now anyway (the browser refreshing nonsense needed for maximum loot is especially silly), and it wouldn't punish players for spontaneously replaying adventures. Would this decrease farmable fairy loot? Yes. Would it make for a more cohesive game? Probably! If the former is really an issue, you could always just improve the loot from a single fairy run.
Or possibly, limit them to one per day as you said, and then add a third special loot entity that procs on the nth (ex, fifth) adventure played that day. That way instead of getting punished for running multiple modules a day, we get rewarded for it. And it'd make up for any lost gains from not being able to 2x the fairy, AND it'd encourage us to play the way we want, instead of just basing our gameplay on whatever module the fairy decides we should play that day. Either way, a bother, especially without any farmable/randomized single player content available to distract ourselves with.
I very much like that the loot fairy does not reset when everything else does. It adds a new level of planning and meta-strategy; and create a bit of variety. It's a bit of additional variation to think about to keep the whole process from becoming completely routine. (Also, if the fairy reset at the same time every day, that would be give an intrinsic advantage / disadvantage to different players depending on where they live in the world.) Overall, I like the way the adventure resets and the loot fairy work. As for the bandit, I'm a bit less enthusiastic. I think it's a good idea to have it be personally placed rather than universally placed (so that there can be no bandit tracker website); but I think it's a bit of a shame that loot bandit tracking is basically just time and luck. On (rare) days where I purposefully set out to find the bandit, I generally just do all the easiest & shortest missions; and then give up. It just isn't worth looking in the difficult missions, because it takes too long, and the payoff is no higher than the super-fast missions. I think a general goal of game design should be to try to make the most fun and interesting strategies also be the most efficient strategies; so that playing the game for fun is the same as playing the game to 'win'. I think the bandit mechanics let Card Hunter down a bit in this regard, because the more profitable strategy is just mindless repetition. The Loot Fairy is a lot better, because if you _know_ the loot fairy is on a difficult mission (from the tracker website), then you know it won't be a waste of time to do one of the longer missions. So you get to play a variety of different and difficult missions with a guarantee of decent rewards. It's less repetitive. I'm not sure what the best way to improve the bandit would be; but one option would be to tell the player that the bandit is in a certain subset of missions... like a certain area of the world map or something like that. So that instead of there being a ~2% chance of seeing the bandit on any mission (and thus easy missions are the only ones worth checking); there could be a ~15% chance on a certain random subset (and so any mission in that subset is worth checking).
Explain? It'd be once a day, the reset time is essentially irrelevant, assuming it's a single reset per day. In fact, it should be less advantageous, given that people with specialized schedules should be able to work around it easier. Nevermind that people with busier schedules or poor time sense would no longer have to worry about farming out that second fairy run, or the fact that the current setup makes any fairy resets close to server reset TOTALLY disadvantageous to people who are asleep/at work/etc at the hours just prior to server reset [since they're guaranteed to miss a second fairy on those days, while people who are awake and free around reset will potentially always be able to make the second fairy each day]. Making the Loot Fairy reset once every 24 hours would remove preferential treatment, not add to it. Add in the 'no inclination to run adventures while waiting on Fairy reset' aspect I led with, and the current system looks pretty darn awful :X I agree the Bandit is never worth farming, but having a 'oh damn, so lucky' event isn't bad, either. Hence why I suggested a third special event, rather than reconfiguring how the bandit worked. If the devs really wanted to put time in, they could put a clue system in- not the "a leads to b leads to c, etc" that some people have suggested, but just a single (ex: Rumors state the bandit had a bad encounter with goblins, and is avoiding them) clue would be pretty interesting [all the more so if the bandit didn't reset until you found it, and you gained an extra clue per day, thus guaranteeing eventual finding]. But either way, I'm okay with the bandit as is, it's a good 'lucky lottery' event. Doesn't mean we shouldn't have a more active event as well, aside from the Fairy.
See, now I'm not sure if you're laughing at the awkward phrasing, or the suggestion of dumping a ton of time into an elaborate clue system Either way, stop laughing at me~