Blue Essence gain Noob vs. Vet.

Ramrod Johnson·12/30/2017, 6:59:02 PM·1 votes·215 views

Hi. I've been leveling a new account alongside a friend that started playing. My main account has been active since 2012. I was curious to see how the leveling process felt as a new player versus the one I was about to embark on. One thing i noticed, other than my buds new love for a game, was that our thoughts on the essence grind were different. They didn't feel the weight of needing essence to buy characters because they couldn't be bothered with even the free week rotation after level 20 or so. Once they got their basic mechanics of movement and stopped attributing their..... less than favorable situations to a character so much, they just chose to play one or two people anyway. Meanwhile i'm writhing in pain because I've been spoiled by the random button XD. The major issues I felt while leveling in the new system could funneled into two catagories; First world problem, and middle ground. Let's get the FWP's out of the way

-Get a skin from a crate, but the champ is 6300. -Kayn is 6300 -Annie should be unlocked for everyone at this point shes on the cover of the game. -I wanted to craft my Lux shard but friend plays mid so i turned it into essence and then got an ahri shard (this one hurt)

 Now on to the middle ground which only consists of the box dynamic itself. Even new players have desires of specific champions. Sometimes the odds weren't in either of our favors. Our current paths to buy champions could be drawn out and made to feel helpless.

-First win of the day is a very satisfying mechanic when you hit it for a lvlup, but the other 19 hours its on cd it's practically taunting you. -Losing streaks can happen, which slow the xp gain dramatically. It has demoralized people from playing the rest of the night just to wait out the first win CD. -The gain of mission xp ( Nighthunter, Zoe, and Snowdown) Was great, but in its absence the whole process slowed and started to take a more negative light, perhaps similar to the urf drop off.

   Some corrections to these issues could come in the form of small and regularly accessible blue essence gains. The payout players got from playing a game of league in the IP system may not have been only the IP itself. Having a small amount of IP payed felt like a drawn out process when your goal was far set, but you set that goal so you also gain a large amount of satisfaction when you finally achieve it. Having one, consistently drawn out goal that repeats endlessly doesn't satisfy as often or as personally as its predecessor. 

Perhaps tying champion mastery to essence rewards is a thought, or a regular rotation of missions that would allow players some sort of short term goal over a few games. Some incentive to play the free week rotation would be nice, perhaps a mission system based on the free champs of the week.

As a wrap up, I think the new system may statistically pay players more, but the method that is used has some really glaring flaws that need to be addressed.

Thanks.

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