tho personally I like the more traditional grinding, so wouldn't mind if they had some of that there (e.g. ### games/season) /end
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Als antwoord op @brownbear_47
i think thats more of a design philosophy regarding short vs long term goals. Hard to compare rts and mmo pacing
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Als antwoord op @Kaylessin @brownbear_47
so if the war chest has a daily goal of 10 games it might feel grindy, but various challenges that take the same amt of time
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Als antwoord op @Kaylessin @brownbear_47
may not. Better if in less time. Tediousness and pacing are key parts of a grind. Though i agree incremental frequent rewards
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Als antwoord op @Kaylessin @brownbear_47
are def better. But its also okay to have a long term goal that feels optional yet very rewarding if achieved
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Als antwoord op @Kaylessin @brownbear_47
imo youd have to do both to appeal to majority of playerbases availability and preferences
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Als antwoord op @Kaylessin
Got it, that makes sense. Agree it's a weird comparison, the pacing in War Chest is ancillary to the core gameplay experience.
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Als antwoord op @brownbear_47
er core gameplay of wow to reward system of sc2
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Als antwoord op @Kaylessin
I think War Chest is a try at learning from it. More incremental rewards reduces focus on winning / losing (tho stll key driver) 1/
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Als antwoord op @brownbear_47
Winning / losing, playing to get better, etc are all good drivers but SC2 could use some more incremental rewards. 2/
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But I think in contrast with an MMO people would respond negatively if it's too grindy. 3/end
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