There was some developer comment about how players can provide useful feedback, not by complaining, but by actually providing a measured solution to their systems. This is nice and all, but it reads as a bit... well, it's frustrating, when they aren't being strictly forthright with us about their design intentions.
See, players can only comment on these changes with the information they have, as well as their own personal experience with the game. So when the developers claim the xp changes are in order to like... enforce a certain style of play, where players "should be spending their time killing monsters," it's really demoralizing. Because this isn't just some monster pathfinding lag issue anymore, or even an xp nerf, it's a comment on how this game should be played, and everyone is commenting how this change simply does not work. Quests are not designed well for this sort of change.
But then the developers come in and mention that the "speed of play" has increased so drastically since the lag fixes that such a hit to xp gain per minute is justified. Which is again... frustrating. One, because the speed of play thing is simply untrue; when the game hit unplayable lag spikes very often, yes, players couldn't really play the game. But it hasn't been like that for years now, and even then, it was a very situational thing. A weird thing to base the xp changes off, to be sure, seeing as they would result in an xp/min decrease that far exceeds any gain made over the past several years in terms of like, the occasional server stutter or whatever.
But moreso it's frustrating because it's like... okay, well, then IS your goal to reduce xp gain? Then just say that, instead of "here's a fix that's designed to fix gameplay + lag but not touch your xp, but it's okay that it does harm your xp and here's why." Plus if this IS an intentional xp adjustment, there are much better ways to do that than change the gameplay as much as the conquest shifts will, and you will actually get that feedback once you are more clear with your community.
If it literally just a monster pathfinding lag issue?
Well then please, please, can you be receptive to the fact that this monster-pathfinding-lag issue needs to not severely disrupt the way we play the game AND (far more worryingly, to me lmao) the speed at which we earn xp.
If you tell us what your actual objectives are, we can respond with far more grace and knowledge, but as it is you just have... an entire community responding negatively, and developers insisting this thing is going to be somehow healthy for the game. I just don't get it.
Players may be frustrated if they lose xp, yes, but even still we cannot provide any sort of feedback you would find "useful" while there is such an apparent disparity between your design intentions and the changes you are planning to implement. As it stands, players are very justified in pointing out that disparity. The biggest one is that this xp change is not "net neutral," not at all.
See, players can only comment on these changes with the information they have, as well as their own personal experience with the game. So when the developers claim the xp changes are in order to like... enforce a certain style of play, where players "should be spending their time killing monsters," it's really demoralizing. Because this isn't just some monster pathfinding lag issue anymore, or even an xp nerf, it's a comment on how this game should be played, and everyone is commenting how this change simply does not work. Quests are not designed well for this sort of change.
But then the developers come in and mention that the "speed of play" has increased so drastically since the lag fixes that such a hit to xp gain per minute is justified. Which is again... frustrating. One, because the speed of play thing is simply untrue; when the game hit unplayable lag spikes very often, yes, players couldn't really play the game. But it hasn't been like that for years now, and even then, it was a very situational thing. A weird thing to base the xp changes off, to be sure, seeing as they would result in an xp/min decrease that far exceeds any gain made over the past several years in terms of like, the occasional server stutter or whatever.
But moreso it's frustrating because it's like... okay, well, then IS your goal to reduce xp gain? Then just say that, instead of "here's a fix that's designed to fix gameplay + lag but not touch your xp, but it's okay that it does harm your xp and here's why." Plus if this IS an intentional xp adjustment, there are much better ways to do that than change the gameplay as much as the conquest shifts will, and you will actually get that feedback once you are more clear with your community.
If it literally just a monster pathfinding lag issue?
Well then please, please, can you be receptive to the fact that this monster-pathfinding-lag issue needs to not severely disrupt the way we play the game AND (far more worryingly, to me lmao) the speed at which we earn xp.
If you tell us what your actual objectives are, we can respond with far more grace and knowledge, but as it is you just have... an entire community responding negatively, and developers insisting this thing is going to be somehow healthy for the game. I just don't get it.
Players may be frustrated if they lose xp, yes, but even still we cannot provide any sort of feedback you would find "useful" while there is such an apparent disparity between your design intentions and the changes you are planning to implement. As it stands, players are very justified in pointing out that disparity. The biggest one is that this xp change is not "net neutral," not at all.