The Road to Cavalier Difficulty
arsjum
Member Posts: 412 ★★★
https://forums.playcontestofchampions.com/en/discussion/201833/the-road-to-cavalier-difficulty
Didn't see a thread on it. Use this thread for discussion? @Kabam Miike?
Didn't see a thread on it. Use this thread for discussion? @Kabam Miike?
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I know this is like a trial version, I want to know whether it resembles the actual cavalier quest....
Small steps in the right direction.
Hope you aren't asking for class specific gates to be thrown in, that would suck so bad.
To clarify, are the Island of Modok side quests what you’re drawing your data from, or are we to expect an additional side quest further down the line that will be acting as the test dummy?
Who are the rewards targeting? Those that just hit Cavalier? Or also appealing to those that are 100% everything?
If they were only making content for me, I would still expect some content to be easy for me, some to be a challenge, and maybe some would be out of reach, even though I was the target. Some content should be what I call aspirational, something to get me off my butt and push to achieve something. So I think the devs want to test drive this because even they don't exactly know what the target should be, and want to see how the players react to it. Not just in terms of how "strong" a player should be to do the content, but how hard it should be for those players to beat it.
And let's be honest, some of this is not an exact science. There's game balance requirements on the content, but separate from that there's also player perception. A lot of people think UC difficulty is way too hard. Many think it is actually too easy for the rewards it gives out. But the consensus median opinion is probably that it is in the general area, more or less, or at least close enough that no one is going to burn down Kabam's offices over it. It is acceptable. No one really knows what will be "acceptable" to the playerbase when it comes to Cavalier difficulty because we all have different opinions. Testing won't find the perfect point because there is no perfect point, but Kabam will learn a lot from us when we debate amongst ourselves what we think is wrong with it. And we're all going to think something is wrong with it. The goal is to minimize the perceived collective wrong.
If we were all game designers and had access to all the game design constraints, we could be given a target and asked to give an analysis on the content. But we aren't, and don't. And we don't want to exclude feedback from players that can't express their opinions that way. Instead, I think we're all supposed to grab a hold of the content and pull with bungee cables in all directions. Where ever the equilibrium point is, the devs are going to try to target that general spot with Cavalier, after applying their own design constraints.