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Shadowlands Systems UI Follow-up - Adventures
02/01/2021 alle 15:28
We recently highlighted some unclear aspects of the new UIs for Shadowlands systems, and based on the overwhelming response, we're digging deeper into certain aspects in our follow-up posts. Check it out here if you missed the original post:
Shadowlands Systems UI - Room for Improvement
Many of you agreed with both the OP and with our points, and posted your own issues and experiences with tackling these Systems. We've picked a selection of your responses on various topics to talk about further. Today we talk about
Covenant Adventures, or the Mission Table, as we are more used to calling it, continues to baffle some players.
Blizzard upgraded the Mission Table in an attempt to make it more engaging. Perhaps the aim was to make it work better as a Mobile Game that is engaging outside the game, however the Mobile version is not much different from the in-game version, albeit a bit shinier. The point of engagement that Blizzard seems to be trying to put forward is that if one is to analyze the play-by-play of each Adventure, one can figure out how to improve their play over time. The result, however, is that players are frustrated.
You can look at this two different ways:
There are those who want to get on with playing the game at large, may have limited time or interest in the Adventures play-by-play, and just want to get the daily chore done ASAP.
There are those who want to engage the system and who have the time, patience, and interest to analyze what each move meant and optimize their strategy.
Unfortunately the latter seem to be a minority, and an unintuitive UI along with an opaque System is ramping up player frustration.
The Adventures UI could be improved with a little more information. As it stands, players open the UI to see two tabs. Tab 1 is where the minigame is played. Tab 2 shows the Companions and Troops that you have available. On tab 2 you can also heal individual Companions rather than using the
It would be nice to have a third tab, with a basic explanation of how the game-within-a-game works, including detailed information about the strategy that is intended, the purpose of each unit, and the implicit rewards earned both on success and on failure. Perhaps details about how and where to win additional Companions, and what the maximum level of a Companion is, could also be included.
a single Companion button to the Adventure pane along with the Adventure's level would be nice QoL. Going to tab 2 for one function is inefficient, and with the current disparity in Companion level, having the Adventure level up front while choosing combatants would be helpful.
A few more things could be clarified:
What is the difference between a regular quest, a Rare quest, and an Elite quest? Rare and Elite quests cost more and take more time. Rare quests show up less often than Elite quests. The rewards are not necessarily better though...
Here the top Adventure costs 10 Anima to run. The Bottom one costs 50. Why would a player even contemplate doing the second one? Implicit experience?
There is an Adventure Campaign. We know this because some Adventures have a little icon on them that tells us that this is a
Adventure. Progressing through the Campaign allows access to more Adventures and greater rewards. Well, what is the Campaign? How do you know where you are in the progression? What exactly can you earn? What exactly have you already earned? What is the goal?
Another part of this system that frustrates a lot of players is that not only do new Companions start at level 1 and have to be leveled up before they can really be used, but also the level of the Troops is
the median level of your Companions
. This means that currently, if you get a new Companion, the level of your Troops plummets. This will settle out once we all have more Companions and they are closer in level, but for a player starting out this is quite a handicap. The levels of your Adventures drops once you have closed and reopened the UI, but this does not lessen the feeling of regression. How about making Troops level relative to the level of the Companions that are also in the Adventure with them? Or have new Companions come in at the level that your Troops are at? Or at the same level as your lowest Companion? Anything that does not make players not want to pick up a new Companion, or Dark Lady forbid, two new Companions.
Optional extra: a statistics tab that allows a player to see the value of the Adventures System. How cool would it be to know how much Anima you have earned through Adventures in total? Or crafting materials? Or gold? Or bonus experience?
EDIT: This article originally reported the level of Troops as being the average level of your Companions. We have corrected the article to reflect that is is actually the median level of your Companions.
For more information about Adventures including how to navigate the UI, and what Companions you might acquire, check out our guide.
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