@pugawuga216 said in Allegiance Gains Need To Be Increased.:
Honestly, pretty good idea to make the curses almost a participation trophy, but making losses count as much as wins just doesn't make sense. Losing intentionally then re-queueing would be faster than trying to win.
But it almost has to be right? I think @grog-minto and you said it more eloquently, but in short you need more players trying and staying in hourglass than you have players quitting after level 100 because they get the curse. Look at the season progression, you do something and you gain like five levels. At level 90 it takes more but at the beginning the game pumps the dopamine into your brain rewarding your pants off. Put yourself if the sailor's sandals of a brand new Sea of Thieves player.
Option 1: You log on to hourglass, you get your teeth kicked in by basically everyone, and you get a tiny tick of allegiance. That's the current player experience. Sadly, most players just quit and may not give hourglass a second thought.
Option 2: You log on to hourglass, get your teeth kicked in, and immediately gain 3 levels and unlock new cosmetics. DOPAMINE BABAY. You want to see what's next, all of a sudden those curses you want don't seem so far off, you're interested in what else you unlock along the way.
It's about driving people toward the game mode and not away from it. The sad truth is the internet is very good at instantaneous gratification and if people don't get that, they'll simply leave. The best way to get new blood into the game mode to balance the people who leave once they get the curse is to make the grind up to 100 fast and easy; make the curses a participation award. The more people play up to 100, the more likely they are to stay after 100.