Best Of
Re: Let’s talk crashed
I have 2 heads about this, and they are kinda similar: first as a player, second as a former software tester and UI/UX lead.
First, as a player, these changes from the dev team are throttling my ability play and making me play less. While I enjoy playing more, my partner, she likes that I spend less time playing the game. I'm FTP, so I'm not going to be putting a dime into buy resources to play a game. I'm from the generation that started playing games on cartridges and when we paid for a game we expected to be able to play it forever.
Second, as a software tester and UI/UX pro, I started in the mid-90s, and I see the same patterns that developed in the mid-2000s happening here. Software developers went from being partners with testers and the users, to being adversaries and "better thans."
For example, early in my career, there used to be meetings with devs, QA leads, UI leads, users and user advocates to understand what's good and bad and how to make things better for the users. Then we'd figure out how to makes things better for the users.
Then, in the mid-2000s, the devs would attend these same meetings and push back and say the users have "no idea what they are talking about, they just don't know how to use it!" Eventually, the test teams would have bugs rejected with comments like, "not valid unless a user finds it in production." Then when the user found the bug in production it would likely go unfixed.
Then, in the 2010s, it got even worse. Devs would refuse to meet with the users when we had the team meetings. After the rest of us came up with a direction and solution, the devs would go behind the teams' back to meet with the users and tell them, "this is WAY too difficult for me to do. It would take too long. What I can do is this… instead." What this was made things far more complex for the user, but easier for the devs. Eventually, in many cases the users got so frustrated with the complexity the devs built, that they ended up looking for a new solution and dropped the software that we were developing. This also lead me to say, after a 27 year career, "f*** it, I'm out." The devs driving the ship makes for inferior user experience.
I see this here… they laid off the majority of the QA team a few years ago and pushed testing off to us. Not only is the game so much more buggy, the changes we are getting are making things more complex and difficult for us.
The only way out now is for a major paradigm shift at the top or suffer a huge defection of players to a new game.
(and now for deluge of dislikes!)
Re: EQ rewards changes. Better or not?
I went from 8/15 to 12/19, which included some small sig stone additions from me to knock me to nearly 29.9K prestige. Managed to finish off Elder EQ with about 5 minutes to spare.
Classic wasn’t really hard for me the first time, but I’m laughing at jumping into 700K health pools and 15-16K attack out of the gate in the “revised EQ.”
I have zero idea what changed. At this point, I don’t really care. I will probably finish everything off again, but I’m really feeling the joy of playing MCoC turning into absolute Suckville.
Dr. Zola
Re: EQ rewards changes. Better or not?
Classic Difficulty doesnt look to casual of play. And why do we have to do a completion run again?
Re: Wow Kabam really cannot read the room regarding eq
Energy. They want you to use energy so they can monetize it further.
That's the whole thing. And no player wants it.
Wow Kabam really cannot read the room regarding eq
Jesus we don’t wanna do classic get it through your brains plain and simple
Re: Seatin’s recent video about the energy situation…
Sometimes the anger over a constantly repeating situation can just turn into depression.
Re: EQ rewards changes. Better or not?
I like the bump in T7B though, others is really negligible
