At the end of an activity, players receive shiny new loot in return for accomplishing various feats of heroism. With bounties (mini objectives), however, it involved a multi-step, multi-screen process that could often feel tedious and time-consuming, outweighing the benefits of reaping bounty rewards.
A new take on bounties and patrol objectives for The Final Shape expansion, Pathfinder seeks to refresh objective and reward pursuits for a unique destination, The Pale Heart, and to three ritual activities: Gambit Co-op, PvP Crucible, and Vanguard Strikes.
How Pathfinder hoped to achieve its goals was to replace bounties and patrols with a new system that motivated players to engage with destination activities, with satisfactory results that make their journey feel worthwhile each time.
The end result, while borrowing and reusing patterns from existing systems, was a new interface and system which included path creation, traversal between objective nodes, and tiered objective placement and access.
For quality of life and ease of use features, we included passive tracking alongside marked tracking to make progress flexible, and a control shortcut to open the screen (versus using the cursor to toggle a much larger destination map).
In the first few weeks of release, we found that engagement was at fairly low numbers, and not increasing.
We realized players were not only having trouble finding Pathfinder access in rituals activities, but felt even more restricted than they previously did with bounties. Each ritual activity shared a Pathfinder with each other, meaning three activity types were stretched across one Pathfinder screen. This set up significantly reduced player choice between the three activities, as some players favored PvE (player vs. environment) over PvP (player vs. player), and left little room for them to navigate and complete a Pathfinder card.
The solutions can be read in more detail under
Mitigating Issues.