Trickster Goblin Day 2 Discussion

I mean you can suggest that people just ‘get better’ but no one can log in with a team of 4 or 5 to compete with you so everyone has given up. It does not change the fact that right now it is a monopoly and so people stopped showing up already. The attitude of ‘well git gud’ just doesn’t work for anyone in the scenario.

Riley did not built the trickster goblin for a single team… If he did, well that’s not a very good way to make a game. With a current steady number of players between 50-100 online at any given time since release, I don’t see the monopoly situation changing any time soon unfortunately. There are a lot of mechanics that need changing to make the trickster goblin viable for the experience to be what was intended right now.

Yes this is a ‘strategy that needs to be shut down’ because there is currently only 1 team around who can get 4-5 players online at the same time who care enough to do it. I wouldn’t call it a strategy, i would give it the equivalent rating of spawn camping in PvP battlegrounds when the other team only has 1 player.

So why do so many groups do shard dungeons over and over? As the ‘difficulty curve’ becomes harder and harder (aka you have to get a faster time each time) your tactics adapt to meet that requirement. New ideas appear and new ways of playing. a ‘difficulty curve’ is there to constantly improve on. Ill get back to the ‘difficulty curve’ for PvP below…

Essentially what is happening with that attitude is that, you are killing off a whole new game mode for everyone apart from yourself and that is not a healthy way to build game stickiness and player happiness. If you want this game to be dead in a year because Riley has to turn around and say ‘sorry guys, it was fun but we are out of funding and a AAA studio just released this other game which took all our players’ then keep at it… you are doing a great job there with that attitude. I have seen it happen with small studios time and time again and I don’t want that to happen to Orbus… I would rather see it succeed.

Generally there are many reasons why people quit games. Speaking based on papers for game psychology there are a few rules that this feature currently breaks which causes people to quit:

- The aspect of the game is too hard to pick up.
If the game offers an unfair and punishing first experience, the player will likely leave. Unexperienced users in particular. This is true for why the battlegrounds mechanics needed a change. this IS the first experience for most people in PvP.

- A sudden rise in difficulty
Unwanted difficulty spikes will ruin the user’s experience. Don’t get me wrong: I am not saying that Orbus shouldn’t be hard. However, it should be fair at all times. The Souls series is a solid example of an unforgiving game with a beautiful difficult curve. PvP as it stands does not have that ‘difficulty curve’ .

- An aggressive community
An aggressive community towards rookie players will scare most of your new users away. Real social games need to have good community management. We need to be careful about the way we portray our opinions on the forums as not to scare off other players… Sure getting mad at each other every now and then is okay, as long as we all play nicely at the end of the day. People should realize that the Orbus community is not toxic/non tolerant towards newer players. I don’t believe that the community is toxic… maybe a bit snarky sometimes… But we have to be careful about that… On a selfish note, you are potentially alienating your next A* player in your team because they just ‘weren’t good enough’ at the start.


Generally these are all catalysts for 3 things. They happen to be the 3 things which stop people from playing games:

  • Boredom - ‘every time I go to the trickster goblin, I never get a chance to see it. It is boring’
  • Frustration - ‘every time I go to the trickster goblin, I get killed upon spawn in. Its frustrating’
  • Anxiety - ‘every time I go to the trickster goblin, when it spawns, i don’t know where it is. It makes me anxious.’

When you combine these 3 together, you end up with a feature, although highly sought after, becomes toxic for most players unless balanced to remove anxiety, frustration and boredom.


For PvPers, there should be hard and competitive environments as well as that ‘difficulty curve’ yes but, unfortunately Orbus does not have a high enough player base count for this yet. Its not going to give you the organized PvP feel that you want… That said… Ill try my best to advocate some competition for you… But its probably unrealistic to get the people together for it… Unfortunately the intrinsic reward for everyone is too low and the extrinsic reward is 0, so nobody wants to do it. No reward, no people…

But as I said … i will try.

EDIT: here is my currently favourite research paper on flow in games (and generally great game creator) if anyone is interested.

EDIT 2: Also my favourite game design book for anyone interested.

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Now THAT was fun :slight_smile: good fight!

Edit: delightfulness rating: 5 out of 5 :slight_smile:

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Players who showed up: 10

Experience:

  • desyncd half way through a fight with LC. came back and the rainforest was empty. The fight was not good.
  • I had no idea if someone had the token or not. no idea where to go. Easter egg hunt.
  • Another headless chicken experience.
  • I didnt see a goblin (for the 8th time)

delightfulness: 1 out of 5 again unfortunately.

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How was that another headless chicken experience if we were ALL fighting right next to the goblin so everyone knew were it was?

I didn’t see a goblin.

Then you should put some glasses on because it was in the middle of the war where the public event next to the dragon race is… and you were literally 10 feet away from the goblin.

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Thanks for your really toxic response. I think maybe your team noticed it and the rest of us just saw you four and thats it really. Maybe the goblin should be a little bit more obvious if I was standing right next to it.

There were at least 2 other people not in our team trying to pick the tokens when the goblin was killed, so we weren’t the only ones who saw it…

Trumpchange came out of invis and started attacking the goblin right there mid fight, he killed it, then we grabbed the tokens.

Also you’re literally wearing glasses ingame is the joke, not toxic. What is toxic is a 1 out of 5 for a good fight…

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I can confirm at least 3 people around that area did not see the goblin. I guess a couple of them did. I don’t think that was the point though. I am just posting my experience here as always.

Good for you if one of your team mates found it and vocalized it as per usual. Another successfully monopolized run… As I said ill keep trying to get people together to compete with you and I am glad you enjoyed it… But for atleast 1/3 of the people there it was a pretty headless chicken experience.

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that was my favorite goblin spawn so far. your group put up a good fight. hope you bring your new team to the next one

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I desyncd and came back and everyone was gone. For me the experience was 1 out of 5… I know you want to think that it was fun for me… But it was not.

Telling me ‘i need to wear glasses’ and then saying ‘its ironic that you wear glasses in game’ is pretty rude when I am literally just posting my experience here.

What isn’t headless chicken PvP then? Cause that was an awesome fight that you’re not giving any credit… if anything it sounds like you’re in it just for the tokens…

Yes the goal is the tokens not random PvP.

  • I had no idea where the token/goblin was (anxiety)
  • I had a desync (frustration)
  • I came back and everyone was gone (boredom).

This for me all added up to another round of headless chicken PvP. Your experience this time around may not have felt the same as you actually had people next to where the goblin happened to be found but don’t try and convince me that my experience still did not suck…

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We have no idea where it is either, it’s never spawned there before, so we even checked all of our previous spawn locations before just looking around for it. And 20 seconds after we got back to highsteppe my game crashed… luckily that didn’t happen during the fight, and yea I can see how that would ruin your experience.

People didn’t show up: LC monopolized it, ok.
People didn’t find the goblin: LC monopolized it, ok…
People didn’t have enough numbers to compete: LC monopolized it, ok…

But when there is literally a 4v4 right next to the goblin so everyone had the SAME chance and you still complain, what i’m gonna understand is that the problem is not the event or its mechanics, you just want to win and won’t be happy until it happens.

We weren’t fully organized in a group and we didn’t have everyone in discord etc but ill try and get it better organized next time lol.

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To be honest it sounds like the frustration and boredom all came from the de-sync. It has nothing directly to do with the goblin. So your experience is not equal to “headless chicken fight” but more equal to broken game :man_shrugging:

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It definitely is the mechanics.

so just to go back to my post above. There are 3 things which cause drop off on these sorts of events:

  1. Anxiety - Caused by no indicator as to where the goblin is.
  2. Boredom - Caused by running around (like a headless chicken) looking for a goblin or not finding it most the time.
  3. Frustration - Desyncs, abuse of game mechanics, lack of clarity as to what is going on.

Monopoly because you still got the token again yes. You still own the monopoly.

For me… it was a headless chicken experience caused by partly, a broken game and if in the case that this 1 out of 8 times i happened to stumble across the goblin (which I did not even see) you think that justifies the mechanics as ‘working’ then erm… well thats your choice… But ill go with the latter and say that the mechanics do need some balancing so that half the people looking do not feel anxious, bored and frustrated. Regarding the tiny bit of PvP I did do… It was meh… Because I had no idea of the goal.

You should turn up to a few of these events yourself Scott and see how it is.