**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Comments
Can we get a trade in store for Full energy refills to be broken into small ones?....
Might seem useless.. but Paragon 4 hr crystals give full energy refills and sometimes due to time restrain u just need like 10 energy to finish something and not 70...
So what you’re saying is that for your peace of mind, every time a map has fights 0-1 tiles apart and also empty “line segments,” they need to space out the fights and put one on the empty line segment? Yeesh.
For real tho, look at those pics miike. Kabam Cartographer is just seeing how far they can go without it being noticed this month.
If, however, Kabam Cardio snuck those paths in to make sure our champs were getting enough steps each day, at least give my iDoom a fitbit.
Buy an energy refill once in a while . Not every unit is destined to be spent on 4th...
Miike can do a lot of things but adding "12+" fights on a path bc someone points out the utter uselessness of the design isn't one of them. But that would still be better than the silly layout this month.
Also, a really amazing thing is that if you DO cut out useless paths, then you CAN decrease the amount of energy required to complete a path. Math is wild like that.
In addition, game designers and their bosses make their own rules. So when something is silly, unnecessary, or needlessly anti-player (esp as the game progresses), they have the ability to change those rules and guidelines. That's how you've gotten most of the good things that have happened in the game. Crazy af right?
When people call elements of the game "poorly" or "lazily" designed, those are in general poor or lazy comments. All designs of anything, whether it is a game mode or a bridge or a taco salad, are essentially solutions to problems. Given a set of problems or constraints or design goals, every design attempts to satisfy those goals in a reasonable or optimal way. Designs are not bad or poorly thought out or "lazy" just because someone doesn't like them, or they defy their sensibilities. If it was never the goal of the designer to pander to those sensibilities, the design cannot be objectively judged to poorly satisfy them, when there was no intention to attempt to do so.
The map designs attempt to satisfy an energy budget. The map doesn't *determine* that budget, it is *constrained* to fit within it. Shortening the paths would then be a failure to adhere to one of the requirements placed on the designer. Conversely, adding fights to reduce the number of empty path spots would also violate a design constraint: that of simplifying and reducing the combat grind of the maps. Adding fights would thus also be a design failure.
As a designer of stuff, as someone who has designed game systems specifically, if I was handed the constraints I suspect the map designers were given, I don't think I would spend tons of time wondering if anyone was going to be upset about extra blank spots on the map. That would be extremely low on my design priority list. And if anyone thought that was lazy or poor design, well it would not be the first time someone who had no idea what the design language was or what the design imperatives were judged one of my designs harshly. I suspect the map designer treats such feedback similar to how I would.
The game wants us to feel bad about not having enough energy, so when players feel bad about not having enough energy that's by design. Its fine to wish for more energy or for things to cost less energy. Any complain that begins and ends with "I wish I didn't need to spend this much energy" is just par for the course in my opinion. Can't hate on that too much.
It is when the complaints go beyond simply wanting more or feeling the pain of expending more and try to elevate themselves to less subjective positions that I personally think that's entering the realm of being debatable. I'm not going to tell someone they shouldn't want what they want. *I* wish monthly EQ burned less energy, and I'm someone that has fully explored every difficulty tier of every monthly EQ almost without exception for years now, including the current refactored editions on top of doing a significant amount of Battlegrounds. It ain't easy, but it is doable. I still think it is probably too energy expensive for the average player. But it is always better to state your subjective complaints as subjective complaints and be subjective, than try to state your subjective complaints as objective critique and be wrong. Because wrong is always completely dismissible.
That's beside the fact that we have 8 or so years of lazy, made-up reasoning for a while laundry list of dumb, outdated things. Many of those things have since been tossed out the window in favor of common sense and player-friendly, game-improving concepts.
It is the most consistent mcoc cycle of all.