So I've noticed a trend where "skill" is getting less and less rewarded on the server. It goes along the excuse where PW no longer wants to "lock" rewards behind difficult gameplay as thats "unfair". Okay, but my issue and the reason why I'm making this thread is because its even more unfair for players who do that difficult gameplay. I'll name a few examples and I hope that will showcase what I'm talking about. First of,
1. Parkours
It's noticable how parkours are generally not rewarded well on the server, and its even more noticeable how increasing difficulty of a parkour is not rewarded at all (during events for example).
If we take current Valentine's event and look at the rewards, icarus escape elytra which isnt even that hard and takes about 40s gives about the same reward as the two medium parkours (which take much longer and generally are way easier to fail at). Now even if we ignore that, my main point comes to the "Very Hard" Ruined Temple parkour, which gives only 25 tokens. The difficulty of this parkour is not rewarded at all. This parkour could easily have a 10* bigger reward and possibly have a cooldown, and it would still remain fair in sense of how much it requires to do. If a "Very Hard" maze (which requires you to follow a person who knows the way or you watching a youtube video) can give out 50+ tokens, I really dont see how a 25 token reward for this parkour is logical and "fair".
It also happened with hunts where the London eye parkour gave out only about 80 raw magic and its probably the hardest parkour on potterworld ever. I can agree with decision to remove rewards from such content (like what happened to amor vita parkour) but that doesnt mean that they shouldnt be rewarding anymore. People should be motivated to do those and be rewarded for their effort and time.
And finally, the world parkours. I'll name the "Lost Toad Parkour" which gives an underwhelming reward of 2 gold. No matter how easy a parkour is, 2 gold during this economy, and during the time where a single chest can give you much more than that - its just unfair. Even the hardest parkour there is, the forest parkour, gives only 50 gold, meanwhile if we compare it to some mazes (which do have a cooldown, but still) that give 100/40 gold, its doesnt make much sense.
2. Arena
Arena is one of the only places on the server where skill is rewarded well, but I will name one recent situation as an example to prove my point.
So recently arena shop got a rework and its prices were reduced by like 60%. Honestly, nobody within the dueling/flying community asked for this, it was mostly the "outsiders" who couldn't buy those items fast enough because they weren't getting much ATs (even tho challenges always happen and they could always get their 5 ATs no matter how bad they are, or maybe sign up for tournaments and get even more). So okay, lets say thats fair. But then things like reputations (a not so skill demanding gameplay) did not get 60% (or any other percentage) requirement reduction because its "permanent gameplay which you can always grind for"
So a skill demanding gameplay (or a better word, skill related gameplay) which is also permanent and that you can always grind for can get the cheap prices (a 60% difference), but something like reputations cannot? Why is that? And how is that fair to those people who did grind ATs for like a year before that and paid those higher prices.
3. Daily/class rewards
So for some reason, the highest rewarding daily (in HPs) is simply for going to two classes. It gives 5 HPs (aka the same as third reward in like flying or wiz pe). Finishing all wiz pe courses gives only 3 HPs. Winning in dueling in some cases also gives just 3 HPs. I dont really see how that is balanced.
4. Chests (speaking from a graduate pov)
I already spoke a lot about chests and how rigged they are for gold, but this time i will just touch on chests versus mobs. So a single chest can give you like 1-8 materials, around 8-15 gold and a chance of getting a gear recipe, low chance of broom recipe (some can give many gear recipes from just one chest). A single mob kill gives you 0-3 materials, a very low chance of getting a single gear recipe, and even lower chance for something broom related. With the removal of selling broom recipes, the profit you make from mob farming is almost non existent (8 gold for 20 materials, low chance for gear which is usually common so less than 10 gold, broom recipes and parts which are not much more than that). And then chest runs can give you so much more simply from chest giving you gold right away + all the material/recipe benefits + gold reward from dailies (160 gold from 50 chests + 3 house points). So that means a single chest is worth much more than several mob kills. A chest which you click and keep clicking mindlessly every day versus battling mobs. So yeah, just something to think about.
So yeah, thats all the points i can think of right now, I hope this explained what I was thinking about. It's been bugging me for some time so I thought I might share it here finally.
EDIT:
5. Voting - with new streak rewards, Im not sure giving people 6hps daily just for voting is right (especially with the amount of alts that are voting as well). For reference, that would equal to 540 HPs per quarter per account, which is a crazy amount (season MVPs get "only" 300 HPs).
1. Parkours
It's noticable how parkours are generally not rewarded well on the server, and its even more noticeable how increasing difficulty of a parkour is not rewarded at all (during events for example).
If we take current Valentine's event and look at the rewards, icarus escape elytra which isnt even that hard and takes about 40s gives about the same reward as the two medium parkours (which take much longer and generally are way easier to fail at). Now even if we ignore that, my main point comes to the "Very Hard" Ruined Temple parkour, which gives only 25 tokens. The difficulty of this parkour is not rewarded at all. This parkour could easily have a 10* bigger reward and possibly have a cooldown, and it would still remain fair in sense of how much it requires to do. If a "Very Hard" maze (which requires you to follow a person who knows the way or you watching a youtube video) can give out 50+ tokens, I really dont see how a 25 token reward for this parkour is logical and "fair".
It also happened with hunts where the London eye parkour gave out only about 80 raw magic and its probably the hardest parkour on potterworld ever. I can agree with decision to remove rewards from such content (like what happened to amor vita parkour) but that doesnt mean that they shouldnt be rewarding anymore. People should be motivated to do those and be rewarded for their effort and time.
And finally, the world parkours. I'll name the "Lost Toad Parkour" which gives an underwhelming reward of 2 gold. No matter how easy a parkour is, 2 gold during this economy, and during the time where a single chest can give you much more than that - its just unfair. Even the hardest parkour there is, the forest parkour, gives only 50 gold, meanwhile if we compare it to some mazes (which do have a cooldown, but still) that give 100/40 gold, its doesnt make much sense.
2. Arena
Arena is one of the only places on the server where skill is rewarded well, but I will name one recent situation as an example to prove my point.
So recently arena shop got a rework and its prices were reduced by like 60%. Honestly, nobody within the dueling/flying community asked for this, it was mostly the "outsiders" who couldn't buy those items fast enough because they weren't getting much ATs (even tho challenges always happen and they could always get their 5 ATs no matter how bad they are, or maybe sign up for tournaments and get even more). So okay, lets say thats fair. But then things like reputations (a not so skill demanding gameplay) did not get 60% (or any other percentage) requirement reduction because its "permanent gameplay which you can always grind for"
So a skill demanding gameplay (or a better word, skill related gameplay) which is also permanent and that you can always grind for can get the cheap prices (a 60% difference), but something like reputations cannot? Why is that? And how is that fair to those people who did grind ATs for like a year before that and paid those higher prices.
3. Daily/class rewards
So for some reason, the highest rewarding daily (in HPs) is simply for going to two classes. It gives 5 HPs (aka the same as third reward in like flying or wiz pe). Finishing all wiz pe courses gives only 3 HPs. Winning in dueling in some cases also gives just 3 HPs. I dont really see how that is balanced.
4. Chests (speaking from a graduate pov)
I already spoke a lot about chests and how rigged they are for gold, but this time i will just touch on chests versus mobs. So a single chest can give you like 1-8 materials, around 8-15 gold and a chance of getting a gear recipe, low chance of broom recipe (some can give many gear recipes from just one chest). A single mob kill gives you 0-3 materials, a very low chance of getting a single gear recipe, and even lower chance for something broom related. With the removal of selling broom recipes, the profit you make from mob farming is almost non existent (8 gold for 20 materials, low chance for gear which is usually common so less than 10 gold, broom recipes and parts which are not much more than that). And then chest runs can give you so much more simply from chest giving you gold right away + all the material/recipe benefits + gold reward from dailies (160 gold from 50 chests + 3 house points). So that means a single chest is worth much more than several mob kills. A chest which you click and keep clicking mindlessly every day versus battling mobs. So yeah, just something to think about.
So yeah, thats all the points i can think of right now, I hope this explained what I was thinking about. It's been bugging me for some time so I thought I might share it here finally.
EDIT:
5. Voting - with new streak rewards, Im not sure giving people 6hps daily just for voting is right (especially with the amount of alts that are voting as well). For reference, that would equal to 540 HPs per quarter per account, which is a crazy amount (season MVPs get "only" 300 HPs).
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