Let's talk Abundance

Abundance has many problems and to me some of those are causing the content to be way less fun than it can be.

My first issue would be it being in small caverns and while some of them are a bit better they all suffer from having many small corridors. It feels claustrophobic at times to me, a bit uncomfortable. It also makes “spotting” nodes or events that are happening much harder as you cannot see what is happening in another room.

The 2nd issue is simply the time spent in, doing abundance 8 times a week is a minimum of 24 minutes per character. With no way to get out early or ways to make alts faster the time it takes to get a currency like [Fused Vitality] is very multiplicative moreover when you start considering getting many tools on a single character. I don’t personally mind the single character issue of having to choose but I feel having that and also being alt unfriendly is a bit too much.

Making it so either we get less weekly dundundun shard or making it so alts can earn [Unalloyed Abundance] faster to catch up to your main would be great. But I think also it could make sense that after farming 20 000 [Unalloyed Abundance] you can simply buy [Fused Vitality] with gold (or you can even make it trade for herbs, skins or ores). Another idea that could help is removing the need for shard to enter and switching to an [Unalloyed Abundance] seasonal cap.

Third issue, the cycles of gameplay are either over-abundance or over-famine, there is no in-between as some events will totally carry you to max while the smaller stuff is barely noticeable. Making more of the smaller mobs spawn, more of the smaller interactable nodes spawn would do better to equalize this a bit moreover the smaller non-event stuff probably should also reward a bit more. This is one of the reason why people do massive groups because hitting those events is essential to doing Abundance without trouble.

4th issue is a much smaller one, interactable profession shrines takes time to channel in to be used but in a content where so many small mobs can constantly spawn that can cancel your “cast” easily it doesn’t work well. I would rather see those either not be interrupted by combat or be instant.

5th issue is more simply gameplay, without the shrine of movement speed many classes in it feels a bit slow simply to catch the orbs for currency moreover when now it seems to de-spawn much faster. When the shrine that gives speed is up it is much more easy but having some type of movement speed buff inside at all time would make it feel a bit better (yes I know there are hooks which can help but they don’t really in this case).

The last issue I have and is last because I know it isn’t simple is the lag, it definitely feels like abundance are creating world lag. It is probably not something that can be fixed easily and to be fair at least from my experience I would consider it playable but it is still at tome time quite extreme when it might take an extra minute to get in or out of abundance.

Anyway here’s a 3 hour footage of my last night Abundance farm which I hope showcase issues it can have. https://www.twitch.tv/videos/2720800755 and yes the music was necessary for the experience.

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All I know, it was fun, it was a crazy event, now after the nerf is such a bad experience. I really don’t understand who gives this suggestions for such changes…

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I am not sure any of these are persistant problems with the event itself.

-having a speed buff

- Not being able to react quick enough to obtain falling abundance

- Shrines having a cast bar

  • Being able to spend gold to get Profession items from the event -

The whole overtone of making it easier for the sake of simplicity is far to often called upon.

All of the reasons listed above come down to player ability. Having to kill a pack of mobs to use a shrine. Simply planning where to stand next to get a better yield from falling abundance.

Not being speed enough to get orbs. You can watch when and where mobs will be as players kill them. To pre-move yourself.

I think many players understanding of what kind of challenge should be present in any situation is taking a massive turn for the worse. Far to many systems are affected in todays game where people can do almost literally nothing, for many things.

I like that Abundance is evolving in real time. It shows there was a definitive plan that needs adjusting. We will see what happens. Probably in the next week.

I’d like to take note that abundance is in no way a content that is made to be hard or would ever be hard. The difficulty of the content has never been the problem, the content has issues to its basic gameplay and there has been many threads either on the forums or reddit done toward making changes toward it to make it at least a bit more fun and something acceptable to do. And while it is definitely “playable” that was never really the question to me.

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