**UPDATE - iPAD STUCK FLICKERING SCREEN**
The 47.0.1 hotfix to address the issue of freezing & flashing lights on loading screens when trying to enter a fight, along with other smaller issues, is now ready to be downloaded through the App Store on IOS.
More information here.
The 47.0.1 hotfix to address the issue of freezing & flashing lights on loading screens when trying to enter a fight, along with other smaller issues, is now ready to be downloaded through the App Store on IOS.
More information here.
Comments
What are you, 5?
I'm aware that different people have different progress levels in the game, different life circumstances, and different degrees of challenge, but in the grand scheme of things that's still an extremely low bar to set for the whole game to follow. At some point, you just have to accept that you may not be able to do everything to the highest degree the game throws at the players, and if that's unacceptable to you then you probably have to find a far more casual effort capped game.
I’m still grinding arena and quest fights for markers. I’ve done the all the quest fights with a champ, but the others I am working on including fighting a Spiderverse champ. It’s not a question of whether it can be done.
The point is that it is way too tedious. This system is not fun. I’m a level 60 player that’s been in the game since the beginning and I have either done an initial completion run or fully explored all game content. For you to tell this person that maybe it’s above their skill or they are too casual to complete the objectives is laughable. The truth is that this side currency system was not well thought out and rewards RNG too much. The whole game is RNG but to have it be such an important aspect in temporary content is too much. Good day sir.... I said good day!
And whatever your in-game resume is, if you think 200 fights in a five week event is too much for the game, something you don't even have to go out of your way to do because most players probably fight over 200 quest fights in five weeks, then my advice is the same: the game's grind is probably too high for your gaming sensibilities, but I wouldn't want the game to target that mark. Whether the shield markers take too much effort to gather on the whole is debatable, but if that's your point of pain that's way outside the range of what I think is reasonably debatable.
It means you need 12 permission slip for each difficulty. You can pick whatever difficulty you wanna do but you WILL NEVER get to do all differenties.
Why?
Because you won't get enough SHIELD markers to buy the permission slip needed.
I'm currently trying my best to do all the mini missions (using symbiote champ etc) and still have around 8500 markers. Barely reaching 9k markers.
Meaning I could possibly cannot 100% an Epic difficulty and losing a chance to get the rewards.
Will we get more markers towards the end of this monthly event? Hopefully I can get an answer for that
Green Goblin: M k k k k (3* 2/20)
OG Spidey: Stephen 47 (1*)
Doc Oc: THALA Ajith (3* 1/7)
Miles: My Name JEFFY! (3* 1/10)
Venom: CHAMP5 (3* 1/10)
Sym Spidey: Alberto~697 (3* 1/10)
Vulture: Gr1mm 2.0 (4* 1/10)
Sparky: beta 37 (2* 1/1)
I tried to make sure that the accounts a) were idle for a very long time (so they wouldn't likely change) and b) had names you could easily type on an english keyboard.
Hopefully this helps players missing those champs and can get in enough duels when that opens. I tried to find a lower vulture but honestly looking for these guys manually is a bit of a headache (literally). And while I could find a few lower, they either had non-ascii names, or sometimes no name at all (you can theoretically duel them by finding them in an alliance). Hopefully a 1/10 is low enough for most players.
As far as arena, I got doc ock twice to help earn the arena objectives. First time I've gone for a basic since magneto's first run at basic ages ago. Much easier to hit 1.7 now.
Level 3 Permission Slip (Heroic Difficulty) - 500 S.H.I.E.L.D. Markers (Available for Proven and beyond)
Level 4 Permission Slip (Master Difficulty) - 750 S.H.I.E.L.D. Markers (Available for Conqueror and beyond)
Level 5 Permission Slip (Epic Difficulty) - 1000 S.H.I.E.L.D. Markers (Available for Uncollected and beyond)
Depending on your roster, you shouldn't need more than 3 champs to finish an epic path. So if you are not capable of writing something down, remembering or just throwing both gated champs and thee top champs in, well, shame on you then. Granted it'd be easier if kabam spelled out which path you finished. A little x over the one gate would solve that problem, but it's not like you can't take steps to remember all on your own.
Heck, just do the center path to completion. Then do one gate. You have enough energy to start the 2nd gate so it should be fresh in your head who you just used since you have to swap them out. Then start the 2nd gate and finish when you have enough energy. Rinse and repeat. I think the one with agent evenom I just brought both gate champs along with synergy with Rulk and x23 and whatever random champ to use.
Doing master and unc EQ as well made it a nice month for 5* crystals and rank up help. And for me it was the first time I've explored uncollected.
I don't think it's a very good reason, but I'd bet it went into the discussion of rewards.
I have a problem, I mistakenly bought 3 super mission tickets in epic, but I already passed it, now I can't sell or use them, what can I do?
Asking why games insist on making random rewards is like asking why fast food restaurants keep making food no one wants to eat. Nobody cares what anyone asks them to cook. They only care what people actually want to pay for. People asked McDonalds to make healthier food. When they did, sales dropped dramatically. Their conclusion was to stop listening to the people asking for healthier food, because they were only asking, not buying. The only healthy options that still exist are the ones people actually ended up paying for.
McDonalds makes the food they make not in spite of what people want, but because that is what people want, and everyone who says differently is just wrong. The people saying no one likes random rewards or wants them reduced or eliminated are just wrong. They can get a lot of people to agree with them, but can't seem to get anyone to spend time or money on anything else.
There's a lot of room for nuance, for people willing to discuss nuance. How exactly we should implement and integrate random rewards into games is an ongoing discussion in the industry. But once you argue for removing random rewards on principle, because you believe people don't want random rewards in general, you're basing your arguments on a principle already proven wrong too many times for anyone to be willing to waste time making a game just to prove them wrong again.
You're arguing that relativity is wrong because you don't understand it, and no one you knows understands it either. What you don't seem to understand is that I'm not advocating for random rewards because I think they are "logical" I'm simply stating the completely uncontroversial fact that they work in games like this because players gravitate to the games that have them, and away from the games that lack them. Why is a question for psychologists. That it happens is an observable fact.
I have yet to see anyone complaining about pulling 6* Cull or Corvus.
People's frustration is not the problem: frustration drives people to try again. That's one of the fundamental drivers behind all gambling behaviour; and that's what keeps the game going - people want to 'win'.
You want proof? You don't need fancy scientific or psychological theory here: Have you ever been to Vegas or Atlantic City? Those massive shiny casinos don't stay in business by giving money away. They offer the possibility of getting rich; but the vast majority of patrons leave poorer than they arrived. Sure, some will never come back. But as long as you can keep pulling in new customers, you don't need to retain all the old ones; just sustain enough interest to keep the business going.
Seriously: frustration is part of the business model!
There's a theory in psychology I happen to be a proponent of called overjustification. Experiments suggest that when you deliver fixed and predictable rewards to an activity people were already predisposed to do, they psychologically "transfer" a desire to do the activity into a desire to earn rewards for the activity. When you remove the rewards, the people either stop doing the activity or do it far less than before you started rewarding it. The conjecture is that the reward displaces enjoyment of an activity, which is another way of saying rewards make people like activities less. This is problematic because of acclimation: when you provide some kind of stimulation to people, they get used to it, and it takes larger and larger levels of stimulus to generate the same reaction.
Combine overjustification with acclimation and you get a situation where providing rewards that are too fixed and too predictable is an unsustainable situation: you are invisibly causing people to be repelled from an activity unless an unsustainable spiral of increasing rewards is given. Switching to variable randomized rewards causes the opposite effect: the operand conditioning effect where people are psychologically encouraged to pursue the activity in spite of the lack of rewards, provided they happen often enough.
This makes the whole situation of what is ethical in game design very tricky. People often say that psychological manipulation is intrinsically wrong, but they presume only random rewards are manipulative. Evidence suggests fixed rewards are also equally manipulative, just in different and often counter-productive ways. So unfortunately you can't take the coward's way out and say you'll avoid manipulation, because it isn't random rewards that are manipulative, it is rewards themselves that are manipulative. You have to ask the more difficult question what kinds of manipulation are fair, and which are not.
Incidentally, something I've been thinking about for a while now is whether the game is often not random enough. Consider T5B rewards in AW. For a lot of people, that's the reward they focus on. It is a random reward, but is it psychologically unpredictable? Doesn't everyone predict 1k? If they do, the reward isn't random in the psychological sense, and it can actually be damaging the enjoyment of those rewards that it is "random" but not "unpredictable" enough. Maybe they are triggering both overjustification and acclimation.
Aren't a lot of people complaining that they are only participating in seasons for that reward, and it is always not enough for the effort, and it is always 1k (even if it technically isn't)? Doesn't that sound like overjustification and acclimation? That's not proof (and it is a big oversimplification), but it is interesting.