First things first, I love the concept of map bonuses and I really like the mix of rewards available. This system will be great for getting those annoying materials that are a pain to farm. Just looking at those icons on my world map makes me excited to go places and do things.
However, there’s a few, how to put it, oddities with the current implementation.
To start with, I was confused by the UI at first. I saw a few ways to interpret it:
- It could be that I’d get the “Next Reward” on my next event, with the “Other Rewards” cycling upwards to become the new “Next”.
- It could be a high percentage of receiving the “Next” reward on triggering, with lower percentage chances of getting the “Other” options.
- It could be a time based system, where I’d only get the “Next” option today, and the “Other” options were showing you what would come in the future.
It would be great if there was a way to tell that it’s the cycling option without having to go out to the World Map, mouse over the icon, and read the hover menu that pops up to see if it changes after getting a bonus. That’s the only place that the list updates (or exists, for that matter), and the map icon never changes.
Next, the reward system feels, well, unrewarding. It triggers on every other event which, instead of making me feel like I got an awesome bonus every so often, makes me feel disappointed by normal event rewards. And I was confused for a bit, wondering why I didn’t get anything for an event before I figured out the pattern. I thought it was bugged for a while. The items themselves just fall in your inventory, so it’s quite easy to miss it happening. It’s a serious let-down when you lose track of if you’re due a bonus, open your inventory to see your new shiny, and there’s nothing there.
The amount of loot you get feels decent, so I’m not suggesting doubling it. But either something needs to happen every time (perhaps a lower-value piece of loot?) or there needs to be something extra to say “You got a bonus!”
The system’s also weighted in favor of events rather than the other, tougher, options. I love jumping puzzles and often go on giant cross-Tyria excursions, doing half of the JPs in the game one after another. With the current system, I could spend hours on eligible maps, participating in eligible content, but not get even one bonus because there’s only a single puzzle on most maps. Events, on the other hand, are often part of chains. Follow the chain to its end and you’ve got several bonuses in the time it can take you to do just one of the longer puzzles.
I was most excited for this system as a way to make doing jump puzzles and mini-dungeons feel properly rewarding. I want to see other people in those places, and loot’s a good motivator. But right now, it’s where you feel the awkwardness of the current system the most.
Perhaps the way to go would be making it so once-a-day chests always give you the reward? That does run the risk of chest-camping, but there’s already a natural limit to how much farming you can do with once-a-day chests.
Another thing: the system seems to track if you’re due a bonus by character. I did a puzzle on one beta character, hopped on a beta alt and ran it again, and got no bonus either time. This is oddly alt-unfriendly for this game. Or maybe that puzzle was bugged. I have no way of telling the difference, after all.
I was also disappointed that doing the jumping puzzles in the starting areas won’t give you anything extra. Especially since some of the toughest puzzles in the game are in those zones. There’s 13 puzzles in Central Tyria in non-bonus maps! That’s 30% of them! Nearly a third! Surely encouraging people who know the puzzles to do them wouldn’t hurt the new player experience, and might even help by providing teachers? And why don’t the little hidden chests out in the world give you a chance at the bonus as well? Some of them are real tough to get to, you know, and it’d encourage exploration!
The real issue I have with this system, though, is that the every-other-event thing reminds me that I’m playing a game. Having to keep track of if I got a bonus the last time so I can know if I’m due one makes me focus on the mechanics of gameplay, instead of, you know, enjoying doing things in Tyria.
There’s a chance that it’s just because I was testing the system, but I’m not so sure. If you’re trying to farm a specific material, you’ll also be encouraged to keep that count in the back of your head, so you know when to expect the next bit of loot. I can easily see myself hunting for events, supremely frustrated that they’re nowhere to be seen, just one short of getting that precious silver doubloon. At that point, I’d be playing the mechanics of the system, not the game itself, and that doesn’t sound fun.
So yeah, great system, nice loot, user experience needs some tweaking.