Luminaar wrote: ↑Mon Jan 13, 2020 5:57 am
TheLurkingRage wrote:Why do we earn less and less for the same work the higher leveled we are?
Having more gear will make it less work/easier (to a point), as you get better gear and more options. There's also the ability to get more (and in most cases "something") from high level shards that are inaccessible/unbeatable for others.
Roight, and that's relying on the leveling system which many of us don't like because it limits us. Going up 10 levels using the same gear cuz you've gotten nothing better to beat shards with and getting less rewards for the same work isn't a good experience. Having to open up packs top level up and get nothing good out of them just to be able to play a higher leveled shard that you would've been able to do 10 levels ago isn't a good experience either. Multiple issues surround the leveling system, and talking about orb gain that's one of them. You're not necessarily having it easier than some player 10 levels below you, but you are getting paid less. The higher level the shard is, the more orbs you get - but they cap at 30 orbs so that means that the higher leveled you are, the harder you have to work for orbs. I beat level 32 shards (highest in my range) with my Arcane Mage that I've had since 15+ levels ago. Why couldn't I get it done then? and if I coulda got it done then if there were no level range cap, since clearing higher level shards tend to be more work cuz they're harder then it should also pay more so neither the orb cap nor the leveling system make any sense. It's a flawed system.
It's just like working at any job irl and getting paid less for simply being more experienced in your field and paying inexperienced workers more. Makes no sense. More and more players are level capping themselves knowing how progression really takes a nose dive the higher leveled you are and how it becomes increasingly harder to grind. If the glory system got overhauled to make every shard a viable source of glory, then why can't it be the same for orbs? Is it to give more incentive to play higher level shards? If so, why the cap at 30 orbs and why the level range cap at all? It doesn't seem to have any real benefit that I can see, it just seems to be there to keep players from progressing too fast - which I personally don't see how it could possibly benefit the game as people see such incline in difficulty to advance as "hitting a wall" and sounds to me like that's the excuse for creator packs not giving XP, so... it's like you're aware of the issues and at the same time not... weird.
You could argue that giving players the ability to play any shard regardless of level could in a way ruin the experience for them by making them feel too weak and quit but idk I feel like that would have the opposite psychological effect and probably would result in more players purchasing packs if anything to make that feeling go away, so honestly I think changing these restrictions would only benefit the game, unless I'm blind to some crucial role these restrictions may play on the gaming experience or such.
MycroftHolmes wrote: ↑Mon Jan 13, 2020 8:39 am
I was envious of the content he was able to access, and in awe of his melee hero's ability to stand toe to toe with so many strong packs of enemies. But it was still cool to be able to watch these locked shards being played, listen to a veteran comment on them, and by that token gain insight into what might make me a better shard Creator / make my shards more desirable.
I did learn that to get 3 stars from Lurking there is a practical element to the layout I need to keep in mind (like in my Top shard The Dark Path) in which the run ought to be both interesting yet straightforward. I already laid blueprints for my next shard with his indirect feedback in mind and the paint hasn't even dried on my newest creation (which Lurking may not approve of despite it being my most difficult shard so far).
Yeah I try to make my livestreams worthwhile by giving feedback, tips, and talking anything monolisk related and such, so glad that's working and helping you understand what makes a good shard. Here's my rating systems I've used:
Rating based on glory:
less than 500 glory = 1 star
more than 500 glory but less than 1K = 2 stars
1K and higher = 3 stars
Rating based on enjoyment:
Would never want to play again = 1 star
Wouldn't mind playing again = 2 stars
Would definitely go out of my way to play again even without rewards = 3 stars
And glory per minute gained:
less than 500 glory per minute = 1 star
more than 500 glory per minute but less than 1K = 2 stars
1K and higher glory per minute = 3 stars
I'll switch between these depending on what I feel like the shard deserves more. If it's a shard that I genuinely enjoy but it doesn't dish out more than 500 glory and I'm feeling generous, or if it's a shard I don't like but gives good glory gain and I feel frustrated, I'll use the rating system based on enjoyment. If it's a popular shard that has good ratings and doesn't really need my 3 stars, if I don't feel generous I'll use the rating system that will give it the least stars. They are competition after all, I wouldn't want to make it harder for myself to be on builder leaderboard by helping them sustain their spot above me, so I tend to do this most often when playing through Vir's profile for example. But if it's a new player and they're trying to make something interesting I might use which ever rating system nets them the most stars. It just gives me great flexibility to rate shards however I see fit, with good consistency.
If you'd like to learn more you can watch my latest "video"
>here< where I talk about what makes a good shard and show examples. If you're to take anything away from my rating systems is that 1 star doesn't necessarily mean I dislike your shard just like 3 stars doesn't necessarily mean I like your shard - I think my
>first monolisk livestream< really highlights that the most.