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How would you improve Cav EQ?
Rookiie
Member Posts: 4,821 ★★★★★
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Edit: Id rather just get TB eq haha, maybe next summer
I wouldn’t mind more rewards though lol
I really look forward to the motion comics every month and seeing the stories done in that style would enhance Cav EQ in my eyes
It would really make us feel part of the story, instead of illustrating it through those silly stances and speech balloons
Everyone has different preferences and maybe some like the grind, I’d rather have fun.
Nobody likes grinding, but the problem is no one likes to be roadblocked either. If you have one short difficult thing to do and you can't do it, you're stuck. If you have several long things to do all at different difficulty, you're more likely to be able to do some of it even if you can't do all of it, and you can still make incremental progress.
One possible solution to this would be to build into the structure of the monthly quests a way for players who have vastly surpassed their difficulty to have a shorter but vastly more difficult way to gain exploration credit for them. There are already easy paths in Cav, they could design a hard path that was as difficult as doing everything combined that you could decide to attempt.
However, even this has problems. If you allow players to blast through the content that quickly, then there's nothing for them to do for the rest of the month. The devs cannot fill the month with that kind of content because they can't pack that much rewards into one month, and because that would suck up all the content development time. There's be no time to do anything else. And even if you magically could do this, you'd ironically be back where you started, where people would be complaining that the month was full of super hard content and if they didn't do all of it they would fall behind everyone else. It would be ironically grindy again.
Ultimately, people complain about grinding but they stick around regardless. If we give them a path to doing everything quickly,.they won't complain about the grind but they will quit out of boredom. Game operators choose to have players that complain but continue playing rather than have players who are happy but disengaged and easily walk away.
Game operators don't "get away" with game decisions. Games die all the time. They die when players stop playing them, or stop supporting them. They never die when players complain about them too much. Game operators are not immune to criticism and feedback. They are extremely vulnerable and accountable to criticism and feedback. But the kind that actually affects the game is the kind that actually affects the game.
If the game is too difficult, they will lose players and revenue. If the game is too easy, they will lose players and revenue. If the game is too grindy they will lose players and revenue, and if the game is too sparse and not engaging they will lose players and revenue. It isn't easy to make a successful game, and even harder to maintain that success. A lot of the things people claim to hate in this game are also responsible for its ongoing success, and that is why those things don't change dramatically over time.