When most players say "I want to ignore some content" they don't mean "I will never ever do it in my life", they mean "I don't want to do it right now but eventually, I'd like to do it later" and they say that because right now they want to do some other content.
If I had agency on what content I would meet here's how I would personally use it :
- First I want to meet Zana so that she helps me explore my Atlas.
- Then I'd like to Delve to find fossils and craft my stuff.
- Then I'd like to meet Syndicate members to find recipes and finish to craft my items
- Then I'd like to do Synthesis/Shaper/Elder to find new/better bases to craft
- Then I'd like to do Incursions to double corrupt my stuff
- Finally I'd like to go back to Delve to push my character to the limit in the depths of the mine.
I'd be running Uber lab at some point to get enchants and if Bestiary hadn't been lobotomized, I'd eventually do it at some point too to target farm the result of a recipe (e.g. a 6 link astral plate).
Nobody wants to do everything at the same time; it's exhausting and not fun. Moving toward my current goal is fun, everything else is an annoyance for the time being. On the other hand, the encounters by themselves can be fun regardless of what they provide ; I might want to encounter beasts just for the sake of it. What matters is that what I choose to do is what is fun not what I'm forced to do. Someone else will choose to do something else because we don't share the same taste and it's perfectly fine. If we have fun, we play the game more.
Currently (beside beasts and intervention) I can ignore a mechanic by "walk[ing] around the object that triggers it", sure. But then I'm not sustaining maps. Since I need to sustain maps to experience endgame content, I cannot ignore said mechanic. I don't have the choice. And as GGG said, I feel bad because I'm missing on something. I'd rather have it not spawn in the first place so that I wouldn't have to ignore it.
"Because people tend not to play content that doesn't have map drops, we picked the option where league content drops maps" and then nerfed map drops in the atlas so that the players have to do said content to sustain even if they don't find it fun.
I guess the situation is fine. Just buy scarabs.
People are fed up with the current way the game is and their answer is "we made this choice because we cannot give players the incentive to do content besides feeding them maps, it turned into a bigger issue, you may not like the result but we'll stand by it because we don't know how we could do otherwise".
It baffles me since there are plenty of solutions. I'll give two as an example :
Make maps more if not totally sustainable by themselves. Maps in side content being the cherry on the cake. That way, you can ignore some content and still sustain but you're rewarded for doing more content. The issue of ignoring something feeling bad still remains but it's still a better situation than the current one.
Give player agency on what they can encounter: allow to invite and expel masters, you can only encounter in maps the ones in your hideout. The more master in you hideout, the more likely you are to have a master encounter in a map (e.g. 20% chance with only one master, 30% with all of them). And also make maps sustainable when you have only one master, regardless of the master. You decide the level of investment necessary; it just has to be doable. Make them all fun to do and balance all master rewards so that the players have an incentive to do each of them for a specific thing (e.g. delve-fossils, betrayal-veiled items, synthesis-fractured item, etc.). That way you can do the content you want without having to actively ignore other contents inside maps while still being rewarded for doing more at the same time and if a player stick to delve, it's none of your concern since you balanced its reward. On the other hand, if he doesn't delve, it's also none of your concern. It's more work but it's what will make players happy and in no way will shorten their game-play.
I don't find any reason to keep the game in its current state and not work on a solution. Scarabs aren't a solution. They won't solve the force-feeding that we suffer. If you know any, please tell me.
N.B. Regarding Bestiary (unrelated to the main issue): They removed the importance of yellow beasts and most of the recipes red beasts being the only thing that matters. I would have done the opposite. All recipes being a combination of three or four specific yellow beasts, red beasts being only jokers that can fit two categories (since they have two beasts affixes)
Edit: Someone on the forum rightfully said that the invite/expulsion of masters in my solution would bring two issues. It's annoying if you want to switch to another character that focus on another mechanic. It's annoying when you want to buy decorations.
Masters would all be in your hideout and you would select which master you wanna encounter or not by talking to them on a character basis. This would fix both issues.
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