To those who take a big part in clubs, please hear me out.
As a vice-president to a big club and officer in other clubs, I've come to realize over the past few months that it's difficult to "incentivize" players to farm adventurine and donate. Before this update, we had a system going that actually went well. We had a reward system for those who donated clubits ranging from guaranteed ST runs of their choice and a prize from the officer chest (stellar gear, etc.) However, the Monday bonus has completely thrown us off with this system because nobody can dedicate their time to take people guaranteed on Mondays nor would it be fair to take people on Mondays where they get 2-3x more souls than other days. Refusing to do Monday carries would also upset many members. Obviously, I know, that this is our own problem.
My point is that players just don't want to farm adventurine. To be blunt, it's just not fun like it was "intended" to be. It is a chore, and clubs who don't sit on a wealthy amount of clubits are holding on just barely. The issue with these updates lately is that all the grind just doesn't really amount up to the reward at the end, it just doesn't feel worth it. No matter how much it is stressed that clubits are the things that keep club bonuses going, players usually just don't care. They migrate to other big clubs that already have a boat load of clubits, leaving smaller clubs to rot and struggle.
There must be a better way to farm adventurine. Not just repeated boring quests AKA a chore list to do. How about some kind of mini-game players can participate in that rewards them with adventurine (and even flux?) to change things up?
I've said this over and over and over again; clubs have so much potential yet we just aren't using it much. Clubs went from practical uses, to practical uses AND a stat stick. That's what the club update did to "promote" club activity. All it did was make clubs a stat stick.
This is a quote taken directly from the games wikipedia.Trove is a sandbox massively multiplayer online role-playing game.
I see the sandbox part, I see the massive multiplayer online part.
Where is the role-playing part? What does this game have that is really interactive? The only things we are able to interact with is shooting / hitting stuff, mining and building stuff (sandbox part), and pressing E to accept quests.
This game is missing a lot of player interactive content, which makes trove feel incredibly single player gameplay. The only difference is that you sometimes group up with people, and there is a chatbox.
I can see that we are starting to change course by adding things like the world bosses and such.
But I feel like the club update is almost completely irrelevant now because of the new update.
Outposts give adventurine, but quests are limited to 20 a day. It's practically pocket change.
This update acts like adventurine is no longer relevant anymore, yet the consequences of the clubit / adventurine feature is still very much so relevant to keep clubs....ONE OF THE MOST important aspects of the game (a COMMUNITY) alive.
I'm all eyes and ears for suggestions. I know my communities are not the only ones who are struggling to make ends meet. Especially now that adventurine "farms" are gone.
Just going to add, that I know trove is not like other games. If I wanted other features that other games have, I should go play them instead. I understand that. What I'm pointing out is basically the flaws I see, and those flaws have impacts on specific parts of this game. I don't want to or like to complain for no reason, and I'm totally okay with putting in the work to get something. I just wish it wasn't the same stuff just painted over and called "new". I love this game, and I love the Trove community. That is why I care so much and why I care enough to write posts on here, even if they do not get any sort of traction or attention. I just hope that my message gets somewhere.