Originally Posted by
Raninia
Alright, gonna go ahead and see if I can provide some answers and context on stuff here. I was the big driver of this change, so any frustrations or questions can be (politely) directed at me and I'll do my best to address it. Any successes are the team's. I don't ever really remember to look at my Private Messages, so I encourage you to keep responding to this thread, and I'll continue to read and respond as I'm able.
I've picked out a few consistent concerns and questions I've seen, and resp
I think it's fair to say we could've done more to indicate our intentions, so let me do so here. There were a few different reasons we wanted to make these changes:
Embers:
- The purpose of Embers was to act as a way to mitigate being unlucky with RNG. However, what it turned into was the fastest and best way to get the gear. We don't want players to run things that aren't the content the gear comes from as their primary way of getting that gear. In looking at why this was happening, the disenchanting of gear from any tier of any group instance was obviously where the bulk of Embers were coming from, in a way that really pushed players to grind to maximize their time. And especially, grind lower tier content to get higher tier gear. So that's why we removed the gear disenchant option to Embers. We'll have more ways to earn Embers when this goes live, and we'll be balancing around how many Embers a player can earn without opening lootboxes, as that's how most players play and we want to make sure you're still able to consistently get the gear you want... but the way we want you to get most of your pieces is by running the content where it drops.
- Embers being barterable into Motes and Figments never made a lot of sense to me, and in discussions with the team and observing player interactions, led to a lot of unintentional consequences we didn't like. Most players were converting into these other currencies because they were hitting the cap so often, and didn't really value them. This is generally ok for Motes - I'll explain why below - but less so for Figments - which I'll also explain below. Removing the ability to losslessly barter these currencies allowed us to feel much more comfortable raising the caps dramatically - of everything besides Figments, which I'll explain below. Breaking apart this relationship meant that we could better tailor rewards to players and give them good amounts of each of those things without having to worry that we were giving them game-breaking amounts, for example, so now we have the opportunity to give you Embers in places where it makes sense you'd care about them, and know that you're going to use them on the cap-level gear.
- The versioning is important for a few reasons:
1. It gives us a lot more flexibility to raise the currency cap, because if something goes wrong in a particular cycle and we give out too many sources of Embers, we can be comfortable that we haven't wrecked progression for Updates to come.
2. Similarly - and the reason the cap existed in the first place - Embers were a currency that only ever increased in value as you kept it. The best times to spend it were either when you were capped out or in the next Update, because the gear in the future would generally be better than the gear in the past. That turned it a completely different thing than we wanted it for. As mentioned above, the goal for Embers is to give you a way to mitigate bad luck, but if spending it is often the wrong move long term, it doesn't feel great no matter what you do with it. Versioning Embers into Motes lets us make it clear what Embers are for and give you lossless value without making you want to hoard it forever.
3. One of the issues we ran into was that in order to properly price new gear, we had to keep moving the price up and up until you basically needed to have Embers capped to spend it. This wasn't exactly a great experience for players. Versioning lets us maintain more consistent pricing, limits how much we need to increase prices as we roll out smaller content updates, and make it such that we can set them more sensibly in general. Even though we're increasing the cap by an order of magnitude, prices won't increase to match.
4. Versioning specifically Motes also lets us re-establish Motes as the catch up currency - more below - and lets us move gear that won't be top-end into Motes at that time, so it'll be even easier for players to catch up.
- We're going to add more sources of Embers. Some of those will be new repeatables, but we can now also do more one-off grants from different sources, such as landscape quests - the Epic, for example - and the Reward Track. One-off grants will generally be bigger than any of the repeatables, but now they'll be valuable and won't feel nearly as bad to get, where before a one-off could've easily overwhelmed your capped amount. Similarly, we won't be just multiplying the pricing by 10x as we did the cap, so you'll still gain value from these.
Motes
- The purpose of Motes was to essentially be a catch up currency, either for yourself or for your alts. You can also use it to get gear that has cosmetics you value. Now that we'll be versioning more consistently, we can do a better job of shifting stuff over to Motes more often so catch up is easier, and it gives us the opportunity to do more consolidation.
- With Motes no longer being barterable, we can also add more catch up things to it, like the Enhancement Runes mentioned in the announcement. This is something I'm personally pretty excited for, as it opens up a lot of great possibilities for improving the pre-cap experience. We're discussing more ways of taking advantage of that, and will have more to announce in the future.
- Motes are going to still be available to disenchant from gear because we want to maintain the Motes sourcing, even when you're doing max content. Motes will be pretty easily and reliable gained from multiple sources.
- Because of all this, we want to make it easier for you to hold onto a lot of Motes, so we've dramatically increased the cap to match. There's also an element of protection here to make sure we don't accidentally overdo it, but we're not versioning Motes to anything else.
Figments
- We're looking at the pricing structure we currently have. Giving the player a bigger cap will make it a bit easier for us to adjust pricing, but we're not planning to double the cap and then double all the costs, there's no value in doing so. We aren't increasing or changing Figments as dramatically because they're still an eternal currency in this model - however many you earn today is as many as you'll have until you spend it. And similar to how Embers are, whenever we add new cosmetics to the barterers, they're available for Figments directly, so your Figments have nominally infinite value. Of course, cosmetics tend to be a bit more subjective than power comparisons, so we expect that most players will get a bit choosier in terms of what cosmetics they prioritize. This is definitely trickiest for players who liked to collect 'em all, but we'll keep an eye on that and see what we can do.
- We're also going to add more sources for Figments, just like are with Embers, again such as with landscape quests and the Reward Track. We'll keep an eye on how acquisition looks for those, as we want to avoid the problems that caused us to make the change for Embers.
We can certainly debate this, but I don't think that's what the end result will be. If we find that players can't acquire gear consistently by playing the game, we'll adjust to improve that.
Yes, the current other Ember sources will continue to work. And as mentioned above, we'll continue to add Embers in more places.
I mostly explained this above, but caps give us flexibility for pricing while also giving us protection in case we make sourcing that currency too easy. That's why the caps have been low for these currencies until now (and why it remains lower on Figments).
I don't think that's what'll happen, but we'll see how it plays out. Part of the goal with this is to increase the value of running the instances that have the gear you want, and to make that the primary way to get gear. Right now, Embers are the best way to get the gear you want, not playing content.
So this certainly isn't true for Motes, based on what we described. It's less true for Embers, though of course we are removing some of the "normal" - by which I assume you mean "current" - ways of getting them, but as I've said above, we're adding new ones with 32 and beyond. Figments are definitely in the trickiest position here, but we'll be adding new ways to earn them as well. We'll see how that plays out and adjust as needed.
We expect that most players won't hit the Ember cap like they're used to, but that's ok, because we also expect them to more consistently use their Embers as well, which is the goal. We certainly don't plan on making them ridiculously easy to obtain, but we are going to add more ways to get them.
Figments will still be available from Festivals, and we'll be adding additional sources in 32, such as with the Reward Track. We'll do landscape quests in the future, not sure if any of those will reward Figments in 32.
No, these'll be disenchantable into Motes, not Embers. Only Adventurer's Gear will disenchant into Embers.
Repeatable sources of Embers will be more frequent, but I don't think we'd put that amount on boss chests.
Plus additional sources we add.
It'll still contribute to Mote accrual, but not Embers.
We'll see some price growth, but Ember prices will probably stabilize at 2-3x of current prices. We'll see how that plays out. Mote prices probably won't change at all. Figment prices are more variable, but we're not talking about a 2x increase there.
To be clear, that's not the intent. We still want players to get the game and get the gear. But we want y'all to play where that gear drops more, as opposed to farming easy content to get the hard gear after earning the deed.
More power to ya. Enjoy your break, we'll be here when you're ready to come back.
I'll try and come back to this thread periodically over the next few days!