Read moreImposing a cap to prevent excess hoarding is fine. The problem was that when one received quest reward(s) + legend reward for higher levels, they could end up losing the latter reward if they were close to the cap.
Currently we:
- have a warning screen saying that if we're at or above the cap, we won't gain any more wild frags, which encourages us to spend them,
- can claim the reward in full even when claiming it would make us go above the cap as long as we're below the cap when claiming.
These features are very much appreciated by all us I'm sure and they're player friendly. The issue was that the above case would make the player lose the wild frags if they were claiming multiple rewards.
Imho, when this was the case, the system should have prompted the player to champion screen to give them one last chance to spend their shards so they wouldn't lose the quest reward. It could be done in a way that if player tried to leave that sc...
Not sure why you got downvoted, ideally players would never lose excess fragments by getting several rewards in a row. A solution like yours would definitely help prevent that. It's just a lot more time-consuming. Changing the cap was simple enough we could get it done while doing other exciting stuff, and will still catch the vast majority of problems.
It's also worth noting that the rewards as we know them weren't designed to work how they currently do. We originally intended that players would "tap to claim" many of the rewards players currently get all at once at the end of the run or when checking their mail.
"Tap to claim" means players can control the flow of rewards one at a time, and know exactly which quest or condition they completed to earn the reward. This helps them learn where all their rewards come from and how to get more. Some players don't even know chapter quests exist.
We haven't gotten this in yet but I haven't given up hope that we o...
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