This would be quite challenging to answer word-for-word, so instead I'll just cover the general ideas:
- As far as I'm aware, season-restricted mobs do exist. If you rememer, the other day I was trying to find an Awesome Kipesta for a mission. After 50 minutes of combing two regions (KoD/GoU), I sent a ticket. Answer? "Use the spawn in Underway Arch" -- and no, looking back on all the times I passed that location while trekking, the mob is definitely missing some times. It was certainly not there the 3 times I passed during the same day.
- Regarding the learning curve, sure, I get your point and I would normally agree to it. Ryzom generally has a steep curve. But, to my mind, daily missions are supposed to be picked in such a way to provide an overall gentle ride, or at least to make for a progressive difficulty. Instead, we had the entire stock of missions dumped in the rotation, with several bad apples in there -- and the testing was left (again) to the players.
Again: you and me are still there and subscribed, it's not us that we have to consider. It's the vast majority of players that get put off by the game in several different ways, one of which being the artificial difficulty stemming from this perpetual state of beta-testing-at-the-expense-of-the-players.
- The "kill a spawn to get different mobs" thing definitely exists, I already gave the Fairhaven example. Looking back, there's a similar situation with the kipees around Zora.
The game's concept of "one spawn consisting of the same mob having different levels" runs contrary to what most people would expect, especially since the game never teaches you how spawns work. You have to figure it out completely on your own -- a good majority of people don't.
If this kind of problem doesn't come up in the list of daily missions, so much the better.
- The issue isn't with having a game where you must go "above and beyond", but rather with the expectation that comes with a certain kind of mission (or goal). I have no issue if the players have to figure out how to even begin killing a puzzle boss like Bodokin or Cratchakin. But the T&E required for daily stuff should be lower, imho.
-Typing with the previous point: the impact of dubious quality content is that it produces frustration. Again, you and me are still subscribed and logging in, the standard to compare to is the beginner-to-average player. If something produces too much frustration for them, they'll quit regardless of what other advantages the game has. If you remember, you had a Bunny making this exact same point.
I know talking about it in the forums won't change things, due to the team's tiny size. But at the very least, I'd prefer if we called the issues by their proper names. If one won't acknowledge something is potentially an issue, it won't really get a fix anytime soon...
- As far as I'm aware, season-restricted mobs do exist. If you rememer, the other day I was trying to find an Awesome Kipesta for a mission. After 50 minutes of combing two regions (KoD/GoU), I sent a ticket. Answer? "Use the spawn in Underway Arch" -- and no, looking back on all the times I passed that location while trekking, the mob is definitely missing some times. It was certainly not there the 3 times I passed during the same day.
- Regarding the learning curve, sure, I get your point and I would normally agree to it. Ryzom generally has a steep curve. But, to my mind, daily missions are supposed to be picked in such a way to provide an overall gentle ride, or at least to make for a progressive difficulty. Instead, we had the entire stock of missions dumped in the rotation, with several bad apples in there -- and the testing was left (again) to the players.
Again: you and me are still there and subscribed, it's not us that we have to consider. It's the vast majority of players that get put off by the game in several different ways, one of which being the artificial difficulty stemming from this perpetual state of beta-testing-at-the-expense-of-the-players.
- The "kill a spawn to get different mobs" thing definitely exists, I already gave the Fairhaven example. Looking back, there's a similar situation with the kipees around Zora.
The game's concept of "one spawn consisting of the same mob having different levels" runs contrary to what most people would expect, especially since the game never teaches you how spawns work. You have to figure it out completely on your own -- a good majority of people don't.
If this kind of problem doesn't come up in the list of daily missions, so much the better.
- The issue isn't with having a game where you must go "above and beyond", but rather with the expectation that comes with a certain kind of mission (or goal). I have no issue if the players have to figure out how to even begin killing a puzzle boss like Bodokin or Cratchakin. But the T&E required for daily stuff should be lower, imho.
-Typing with the previous point: the impact of dubious quality content is that it produces frustration. Again, you and me are still subscribed and logging in, the standard to compare to is the beginner-to-average player. If something produces too much frustration for them, they'll quit regardless of what other advantages the game has. If you remember, you had a Bunny making this exact same point.
I know talking about it in the forums won't change things, due to the team's tiny size. But at the very least, I'd prefer if we called the issues by their proper names. If one won't acknowledge something is potentially an issue, it won't really get a fix anytime soon...
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My home is always sweet Yrkanis..