Please Add Puzzling Cartel Chip Catch-Up

Hello - Myself and a few guildies completed the kill 4 bosses quest last week, but since it finished in the middle of raid, we completely forgot to turn in the quest. That meant when we turned in last week’s quest today after reset, that we are now permanently a week behind because a new quest did not pop up.

This feels like oversight because lately every mechanic like this has had a catch up, both to encourage playing alts as well as not forcing you to feel you MUST login every single week or you’ll be permanently behind.

We already have CE so it feels less bad but still miserable, I am sure others are in the same boat who are actively progressing still and being a week behind is a big ol’ sad face.

As has been the case in all similar mechanics in the past, I expected to be able to get “caught up” by repeatedly completing the weekly quest until hitting the current timegated cap for cartel chips.

Is there any hope that will be implemented in the near future? Again it goes against all other mechanics like this in the past (which have had catch-up) so I’m hoping it is not intentional.

Good luck out there all.

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So much this. I have so many alts that doing 7 weeks of this without ever missing a week is just so difficult. So it looks like they will be limited to only 2 pieces of gear at most. The quests should at a minimum be repeatable during the week to catch up or have some other catch up mechanism.

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Dang, this reminded me that I never turned in my quest last week. RIP.

Yeah… I guess my alts are only getting one piece. Oh well.

They didn’t think this system through.

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Timegating, FOMO, they’re all the rage these days. Don’t just pay the sub, log on daily to do your required chores! Gotta do your dailies, turn in your qeekly quests, because if you don’t you’ll be behind.

Keep running, I swear you’re getting closer to catching the carrot.

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Actually, it’s probably been carefully considered… and feared by the developers. The endgame gearing systems are designed to take a long time to complete, but a currency system (even a simple one line the cartel chips) undermine the more randomized loot sources.

If it’s too good, players will only do what is necessary and stop engaging with content so much. Quite a few endgame systems and content would effectively “die off” because the reason for participating is gone.

Such is the problem with carrot-on-a-stick design. It only works when the schmuck wants the carrot and doesn’t realize the purpose of the stick is to keep it away for as long as possible.

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This doesn’t make sense. We’ve had this dinar type system for three expansions. No one is “afraid” of anything. They just tried to revamp it for a middle season, didn’t do it right and should have saved it for the last season, so that they didn’t have to revamp it.

Why do players act like this mechanic is make or break?

The pieces you get from this are not going to be the make or break on progression. If you’re already AotC or CE, then this is just a FOMO trap.

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The system was just poorly done, period.

If they were super concerned about OP items being available in a mid-expansion season causing issues for later seasons, they should have just not teased or implemented dinars for S2.

But they tease S2 dinars, then teased them some more, then further teased them, then gave us a system that is meh at best with its timegates and restrictions, and in doing so probably annoyed more players than they excited.

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Actually in the interview the lead raid boss designer did with Max and Dratnos a while back, he specifically said they have to be very careful with how they roll this system out, and that they were airing on the side of giving less than giving more; because if they gave too much too quickly there was no way they could dial it back without enraging the entire community.

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That’s not fear. That’s just making sure that design philosophy still goes in the direction they want with such a system.

Hilarious that this is even an issue.

Such an oversight.

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They’re afraid of turning it into the default method for gearing up all characters, even by accident. So they overthink ways to try and limit it to avoid that.

My only other exposure to this type of system was the TWW pre-patch (quit before the end of BfA, so missed the first pass in SL), when DF became part of the base game and bronze bullion was readily available up to whatever the maximum was from LFR.

It WAS the default gearing path.

Weapon, trinket, ring, cloak, whatever? Get bullion, see the vendor, done. It was the end of the expansion, so Blizz was lax about players speeding through the gear ladder. But it was, by far, the least problematic gearing process I’ve ever seen in WoW. I’d certainly prefer if it was the default gearing method… but I don’t see Blizz wanting that to happen.

The “poor implementation” to make it more frustrating and no catch up (yet) could easily be the intent.

Blizz is not your friend.
They want you on that hamster wheel.

Except it isn’t a way to gear up a character.

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But should it be?

It definitely can be, just by making the items more readily available. It really wouldn’t take too much. I’d honestly prefer it to be so, but I just don’t see Blizz letting that happen.

Not unless they’re desperate.

… well, the first version came in at the end of SL. Maybe they were desperate back then.

Oh no, you lost 10k DPS!

Carrot on a stick is such a dumb saying. At no point have I ever wanted to run towards a carrot.

Cupcake on a stick would be a better phrase.

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/so what?.. The new way to enjoy wow.

Its more about lack of QA. Cost cutting something so important has probably cost them more in lost subs.

QA wouldn’t have caught an intentional design decision.

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