Thank you for the detailed explanation, Raninia. Without question, some of this should have been included in the original messaging on this, and even now there are many things that seem unclear or up in the air. I think it would make sense to consult players more on major changes like this, as many of the sources of confusion might have been raised, and sources of conflict potentially avoided. I do appreciate you taking the time to rectify things with your post, etc., however.
Some comments:
During the previous raid cycle, players ran the Remmorchant raid as the primary source for gear. While some debate the approach taken, it was arguably a major success, with numerous pug groups daily on top of what raiding kins did. People ran boss 1 for guaranteed class-appropriate gear. People ran side bosses for lower chance random class gear. And, of course, others ran the entire raid on various tiers for gear (and achievement). A barter option was added later, allowing the unlucky to fill gaps or newer/returning players to catch up (though was deed-gated by tier completion, and since the raid was difficult on tier 2+, it was less common for players to get this). With much later content (including upgraded raid gear), the barter requirements were reduced. This approach was, in my view, the best way to tackle the issue of encouraging players to run the content for raids, while gradually opening up gearing options later.
Further, Stairs was run regularly (indeed daily) for essences and Embers (from disenchanting gear). The current stuff isn't run as regularly, because the effort required to run them for the rewards you get just doesn't make a lot of sense for many people. Add the clearly overtuned fights, or forced group compositions, or the notorious RNG system, and you get more at the heart of why people choose Ember-barter options over running the content.
For Amdan Dammul, players primarily focused on acquiring deed completions and then bought their jewellery sets with Embers. One of the major reasons for this was that the barter option was added significantly earlier. Players will always opt for the easier option if one is available, even if there is a grind associated with that, because RNG is often a very frustrating experience. At the end of the day, players are here to have fun. While a certain amount of grind is necessary in a game of this scale, and RNG can have its moments, repeated frustration is more likely to make me log off and take a break from the game.
Storvagun is a good example of this. Instead of a guaranteed source of reward, we were faced not only with the RNG of getting a drop in the first place, but the additional RNG of seeing if we got the 1 of 4 variants (from a total of 12) we actually wanted/needed. Then multiply that by 2, since we have two slots for those Bracelets. Compare this to the 3 cloaks or 2 pocket items for the other seasonal instances, which were bad enough in terms of RNG grind, and you just end up with an unfun experience, where players who weren't around feel like they missed out, and many players who were around and participated as equally as others also feel they missed out, thanks to RNG.
Returning to the Embers change itself, my concern, and I think this will be echoed by others, is that instead of encouraging a certain kind of behaviour (which might be achieved by offering barterable coins or multi-selection boxes, since getting random unwanted loot is often even more disappointing than getting none at all), you are opting to discourage the barter option by increasing the grind (while retaining lootbox sources, which inevitably will mean an increased perception of "Pay to Win"). Yes, there may be more options to gain Embers (noting we are also losing one), but if the prices don't increase dramatically, then how will it discourage players from using the guaranteed Ember farming method? And if prices do increase, upwards of 3x as you state later, how is this anything other than increasing the grind? Many players will remain unlucky with RNG, but instead of grinding, for example, 5k Embers to plug that gap, they now have to grind upwards of 15k Embers. That is not a fun experience (which is on top of the not fun experience of not getting the drops in the raid). Sure, there may be more sources of Embers, but even if we get 2x the Embers, but the prices are 3x higher, it is an increased grind, no matter what way it's presented.
Removing the option to disenchant gear also takes away from the kind of "runner up prize" feeling we get when we don't acquire the gear we want. It's disappointing, but at least we get the consolation of acquiring some Embers towards acquiring the loot we do want. This directly addresses the issue of players being unlucky that you highlighted. Now, however, players who get unlucky don't get a consolation prize at all, and no token amount towards their eventual gear barter. This is a backwards move, in my opinion.
One additional concern that I've noted from raiders is that some players are selling access (either with real cash, which is an obvious no-no, or in-game currency) to raid tier completions, which cheapens the experience and is obviously counter-productive to the intent of the SSG team here (and a good gameplay experience as a whole). Aside from potential account disciplinary options, any methods to tackle this behaviour might help get us closer to the proposed goal.
I have some very significant concerns about this. Currently players can acquire between 2.5k and 3.5k Embers per week (depending on whether they do the Craft option, which isn't a viable option long-term, imo), and can convert those to Figments. They can also convert Motes (with lots of options to acquire Motes from older content, if they so desire, but they are not forced to go back and grind old content for Figments).
Festivals award a relatively small and finite amount of Figments, ranging from 400 - 1000 each per tier of completion of the wrapper chain, and sometimes from the wrapper itself. The Spring Festival currently awards 400, 500, and 600, plus an additional 500 from the wrapper. Most are similar. I believe the Harvest one is more generous, with 1k a pop. These are nice sources of additional Figments currently, but the problem is: a) they are time-based events (so many players will miss out; b) they require participating daily for almost the entirety of the event to actually get the maximum Figment reward (so many players will get significantly less, as they cannot log in and grind daily, especially during holiday periods where they may be spending time with family, etc.); and c) they are, while (mostly) enjoyable to me, tedious to others, especially in comparison to being able to run the current end-game content (which is new and fresh -- the festivals aren't always).
We currently have five vendors that offer items for sale for Figments, which come and go over time. Some older items are relatively cheap (1k Figments), but many are much more expensive, at 4k, 6k, or even 7,500k. And there are a lot of them. While not every player will want to collect every cosmetic, there are many players who collect the pets and horses (indeed, we have whole collection panels encouraging this behaviour), or housing items (noting we are receiving new housing with U32), so the idea of increasing the prices on these, even marginally, while removing the current repeatable sources of currency acquisition is, quite frankly, offputting (to put it mildly). Again, it seems like making things more grindy for the sake of it, and that is not a fun experience.
While you do state there will be additional sources of Figments in U32 and beyond (which definitely should have been mentioned in the original post), if these are finite sources, it's very probable players will run out quickly, whereas the catalogue of rewards to barter for with them only grows. If the landscape quests for Figments don't make it into U32, then are the only sources the Reward Track and Festivals? Sure, Spring Festival is approaching soon, but at the current values (which I would presume you would tweak upwards in light of this), we can get a maximum of 2k Figments if we grind the festival daily (or close to that). That is significantly less than what we can acquire in a week with arguably less intensive grinding of Embers/Motes, with a lot more variety to boot. Further, when the Spring Festival ends, this source goes away entirely for several months, leaving only the Reward Track.
If the Reward Track operates the way most expect, the Figments rewards will presumably come at certain points along the track (let's imagine, for example, ranks 25, 50, 75, and 100). Even if these are large amounts (let's imagine 5k at ranks 25 and 75, and 10k and ranks 50 and 100), players need to grind significantly to even get to those ranks, as opposed to running existing weeklies (which are already grindier in some respects than the Minas Morgul equivalents). The alternative is to add Figments more regularly along the track, but in lower amounts, but even this means substantially lower acquisition compared to what is possible currently.
If the quest content does make it into U32, and you add more sources in the Epic, etc., this is good, but will we see Figments added to older quests and Epic books (assuming you don't want this cosmetic currency to become a largely end-game only option), and if so, how will you address the likely issue of players having already completed that content? Will Figment grants be backdated in those cases?
I can see some potential value in decoupling Embers/Motes from Figments, as it will mean players interested in the cosmetic items won't be forced to convert their "end-game currency" and thus don't have to choose between gear and cosmetics. The problem is only if the method of acquisition becomes so much less, and so much more finite, that actually getting those cosmetic items becomes a major problem (if not an outright impossibility). For example, current end-game barters (for Silver Coins of Gundabad) have various cosmetic options, some of which are rather expensive to get. But the method for acquiring Silver Coins is repeatable (even though one-time grants jumpstart the process initially from questing). I don't see why a similar model can't be taken for Figments (though bearing in mind the much larger back catalogue of items on those vendors). I would particularly hate to see newer players come into the game and find the grind for these items was inflated so substantially that the experience just isn't fun anymore.
-Bel