#Daily missions

10 messages · Page 1 of 1 (latest)

pseudo forum
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So ive got everything I need to finish the sled my one question is does the daily board start throwing some up there as soon as it's been opened? Or is there something to do before I start getting some up there(like at a certain point in the storyline quests or something like that) ?

dark plank
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You will still get t5, t4, t3 even t2 zone missions

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but you will also get t6 missions

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these can take place in t3 or t6 zones

pseudo forum
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No I know I'll still get the other dailys I've been getting as well I just wasn't sure if I finalize the sled will that alone trigger the board from now on to throw in some t6 area missions or if there was something up there to be done before that happens

stone sluice
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can't remember exactly but there's quests after discovering the new area to build the power generator and this might affect whether you get t6 sooner or not

young dome
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Many players new to t6 feel don't want t6 quest, because of the difficulty and energy consumption, time also take more... But this game force us to take t6 quest even without good blueprints.. I also today get t6 quest even I didn't complete sledge.. 112 lv.. In t5 location Bayou, enemies are t6 in hideout.. I get t6 boots and tungsten ore, 80 coins as reward.. That was easy quest... So i managed to finish it with t5 weapons.. If it was a hard quest how can i kill t6 enemies with t5 weapons,?.. It's unfair... I feel the game lost balance..

turbid trout
peak mason
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I totally agree with John1205, topic is inline with OP. Two factors have thrown off the game balance from a design perspective - lowering the experience points needed per level a couple years ago and keeping the enemy and gear tiers linked to player level instead of area opened.

This results in a lot of players outclassed by their foes and, if not careful (or just not understanding the game well) the quests go to areas that some players struggle in for longer than their enjoyment of the game lasts. You as game designers don’t want to make it too easy, not too hard. If the game is harder for too long, players either pull out the wallet, or leave. The first is ok, but the second isn’t, considering the ratio of pay tiers (# of players who spend zero, # those $5-10/month, those 10-40, etc). Game design is really an art and difficult to maintain, it’s a constant balancing act. I appreciate you guys trying to tackle it, and I hope you are taking player feedback on the T6 implementation (and to a lesser extent the Easter event) to constantly work toward better balancing the game.

The answer isn’t give players a ton more tubes, because they won’t have the resources. Nor should players get more weapons just given to them, as it reduces the need for workbenches. But keep looking at game balance and seriously analyze how your recent changes affect player metrics like unique downloads, daily log ins, time spent in app, etc. Yes you need revenue but if you’re always having to chase new players because your game design can’t keep players around long term, that’s a recipe for an early lifecycle termination.

turbid trout
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We understand some players might find the recent T6 quest more challenging. We appreciate your feedback and Devs are always looking for ways to improve. thank you for your feedback