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Better ways to acquire mounts

BrocknarBrocknar Member, Alpha Two
I wanted to provide feedback on the current system for acquiring mounts in Alpha II. While I appreciate the immersive and adventurous direction you are aiming for, I feel the current process has several pain points that make it feel unrewarding and frustrating for players. Below, I’ll outline the key issues and offer potential solutions.

The first issue is the heavy reliance on randomness. Players invest significant time and resources into taming and training animals, only to face a 50 percent chance of success. When unsuccessful, the reward of a beast of burden is not meaningful for players who are not interested in running caravans. This leaves players feeling like their time and gold were wasted, which is discouraging.

The second problem is the high resource cost paired with uncertain rewards. Spending more than half a gold per attempt, alongside the time required for taming and training, is steep. Having to repeat this process multiple times due to the low success rate can quickly deplete resources, especially for players in the early game.

The third concern is how this system impacts player motivation. The process feels like a slot machine with extra steps, which diminishes the sense of accomplishment. Players may feel punished for engaging in the system rather than rewarded, leading to frustration and disengagement.

To improve this, I suggest a system that respects player time and effort while maintaining a sense of challenge and progression. One option could be to guarantee a mount after a successful taming and training process but require more substantial resources or a more involved questline to achieve it. This would shift the focus from RNG to skill and exploration, making the process feel more rewarding.

Another idea is to implement a scaling success rate. For example, the first attempt might have a 50 percent chance, but subsequent attempts increase the likelihood of success until a mount is guaranteed. This would preserve some RNG while ensuring players are not stuck in an endless loop of failure.

Additionally, you could introduce alternative uses for failed beasts of burden. Perhaps these animals could have unique abilities or minor buffs that make them more appealing for general gameplay, even for players not interested in caravans.

Let me know your thoughts!
Eisenfaust
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