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Regional FlagShaohao Rep Gain (Show MVP Posts)Source
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Dathrel
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#1 - 2013/09/12 12:02:00 AM
Couldn't the rep for Shaohao come from killing any elite on the isle, rather than strictly the yaungol and their minions? The difference in difficulty would be negligible, but it would allow a bit more room for people to operate with the rep grind. After all isn't the intent to get people to explore the island? Already I'm beginning to see people focus in on the yaungol, and that doesn't really encourage exploration.

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Community Manager
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#2 - 2013/09/12 08:20:00 PM
One hotfix we're applying that should help a bit:

Completing the daily quest "Path of the Mistwalker" now awards a player with 250 reputation with Emperor Shaohao.

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Community Manager
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#28 - 2013/09/12 09:04:00 PM
Zarhym, you can do better than that... After I helped you find your body.

Hah!

Just for perspective, our intent with the implementation of this rep was to focus on the more difficult creatures on the island, as well as the ones that thematically are the most threatening to the island's residents.

It's definitely different from some of the more recent reputations added to the game, and harkens a bit more back to reps like Timbermaw or Hydraxian -- though we'd argue is still less painful.

Gaining Shaohao rep is largely for flavor and not something everyone is going to want, and certainly not need, to do. That said, we'll keep an eye on community progression and feedback, and make further adjustments if we feel it's necessary.

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Community Manager
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#42 - 2013/09/12 09:21:00 PM
Not enough npc's in that tiny zone also, single target classes like rogues should get more rep from a kill than say a hunter or a caster who can kill 5 at a time while I can only do one target at a time.

don't mind grinding but don't like having to fight for targets with casters who can target multiple npc's at once and I cant in a tiny little space.

Although having stealth I can at least hit one and be killing it while they attack it for 3 seconds not knowing I already tagged it first ... a little payback at least. But they still have the other 4 or 5 to deal with anyways I can have my one at a time.

One of the biggest challenges any MMO developer faces -- you can find evidence of this in virtually every MMO on the market -- is designing open-world content that isn't completely stifled by huge populations when it's first released, but also isn't a ghost town with stuff that's nigh impossible to do as the general population moves onto other things.

We understand Timeless Isle has a lot of that going on as loads of people login to check out the new patch, but we designed the island from the ground up in such a way to try and minimize both the overcrowding and ghost town effects as much as possible, even down to the actual size of the island itself.

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Community Manager
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#45 - 2013/09/12 09:28:00 PM
One hotfix we're applying that should help a bit:

Completing the daily quest "Path of the Mistwalker" now awards a player with 250 reputation with Emperor Shaohao.


And for those of us who completed the quest, but are still struggling with neutral? Will it retroactively assist us?

No, you won't retroactively be awarded rep based on changes made after the fact to how it's distributed.



And for those of us who completed the quest, but are still struggling with neutral? Will it retroactively assist us?

Daily quest, so, yes.

But yes, going forward completing this quest will award rep.

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Community Manager
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#90 - 2013/09/12 11:26:00 PM
IMO the problem is that only Yaungols give rep. Make it so that every island creatures gives some rep and it will be fine.

On the other hand: What the blue said is BS. For the love of god blizzard, stop doing that. You make something extremely hard/long/painful for its release and sometime later you make it super easy: 5.0 Reps, first steps of legendary Quest line, getting loot from past patches. and the excuse is " Oh oh, we've been monitoring the community and we are not satisfied with this so we gonna make it easier." or "We feel that served its purpose" Or something like that. Give your players some respect. I understand some of the reasons but I can't help but feeling I just lost a bunch of time doing that stuff. If you gonna change this rep DO IT NOW because theres already people working their asses for this and it will be frustrating if you make it easier in one or two months. Or don't change it and make it clear that you will not to. Thank you.

The first change happened within 48 hours of the patch going live. If we think there's a problem we'll take steps to address it.

But I'm not comfortable comparing this to 5.0 reps or the legendary questline. First, the changes made to them were mostly for very different reasons. The way so many reward systems tied together in 5.0 reps made it more difficult to address by applying a hotfix or two. It required patches. And the primary changes to the legendary questline have been calculated and gradual, to allow players an opportunity to catch up without having to repeatedly run content for which it's increasingly difficult to find groups, while also not trivializing the overall effort needed to complete the chain now.

You seem to be implying we should take a "nerf first, think about the implications later" approach. That's not good for the game or the community. If we make any mistakes in the process, it becomes a lot harder to take something away from players, and we want to avoid repeatedly swinging the pendulum to opposite extremes in that regard.

Ultimately, a lot of this feedback ends up being a little shorthand, not that it's being discounted entirely. But there a sense of, “There’s a thing I want and I don’t have it yet; fix it so I have it now,” going around. Shaohao rep definitely has a grind attached to it, but as other players will happily point out, there are a lot of other repeatable, random, and other mechanisms and systems at play that make the Isle as a whole very rewarding. If we gated all the good stuff behind the rep, that’d be a more serious concern, but it isn’t. The rep is just one progression among many parallel ones.

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Community Manager
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#107 - 2013/09/12 11:54:00 PM
09/12/2013 03:05 PMPosted by Typhanei
I can't help but view Thunder Island, Battlefield Barrens, and Timeless Isle as being three parts in a continuing experiment.

This is true to a large extent. We're trying out types of endgame content other than repeatable quests. Timeless Isle is the most direct "sandbox, evergreen" environment we've created so far. The Isle content as a whole isn't nearly as strict or linear as dailies. There are many things you can take at your own pace. Needless to say, we're very interested in the feedback -- not just what we're hearing now, but what we'll be hearing two months from now.