The biggest impact of the scenario system changes is that there is a higher concentration on scenario quality and consistency. For some of the more popular scenarios, we're extending them across multiple tiers, so players can learn the ropes in the lower tiers and be masters of the scenario by the endgame. Each tier also has unique scenarios, so there's something fresh to experience. In selecting those, we focused on scenarios that were more appropriate given the abilities players would have at those levels. This new scenario allocation also means that at any given time, people will always know what to expect from the scenario systems, the gameplay, and the rewards. This is especially important in Tier 4, where the dependency on Cataclysm cdkey the campaign meant that there could be as few as one scenario open for players. Now there will always be at least six.
As for wait time, removing the less used scenarios should help with wait time in a number of ways. With wow time card a consistent and manageable core group of scenarios (in tier 4 especially) that are comprised of some of the most popular scenarios, the pool of players for any given scenario should be larger, which in turn brings less wait time. Additionally, the scenarios that were selected for Tier 4 centered around a plaync time card group of scenarios that have similar ending times and renown gain, so that players would be more likely to embrace the variety. With the addition of Warfront events, weekends will be buzzing with players revisiting old scenarios, which should drive bigger pools in a targeted fashion. We'll be monitoring the metrics of scenarios post 1.3.4 to see how well the new lineup affects wait time amongst a number of other measurable goals. ;)
Mythic Entertainment is interested in taking some significant steps in order to sort out Warhammer Online cdkey economy issues, and they are looking for player feedback on how to do just that in this latest In Development post made on the official WAR forums.
The main issue of WAR's economy appears to be an imbalance of basic supply and demand: players simply don't have much to do with their gold.To be more specific, the development warhammer time card team is seeking thoughts from the community on how to improve the viability and value of the game's item rewards:
So how do we look at ways to change our current economy to balance both supply and demand? To accomplish this we need to look at solutions that will tweak the way items are rewarded. Not just how useful they are to the individual, but also as potential warhammer cdkey trade goods in the economy. We have a good idea on how to do this, but we want to throw the issue out there and get some feedback proactively, before we settle on a design.
What we¡¯d like are some thoughts on how to change our world drops, PQ loot, and the like to make them more viable and valuable to the economy which will hopefully balance supply and demand. Examples would be: making items BOE versus BOP, making items useful to multiple classes, etc.
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