So you think someone's feedback should be judged based on where they're at in the game?
Well, to be candid, I do. This cuts in all directions. Someone who just started yesterday can have an opinion of the endgame, but I wouldn't give it much credibility. Conversely someone who's been at or near the end game for years may have no idea what the current leveling situation is today, because they have no experience with the leveling game in its current state.
If you think the difficulty is too high for you, the best person to judge that is you. I assign that opinion a lot of credibility. Does that mean the difficulty is too high for the game overall? I probably wouldn't extrapolate someone's opinion in that way that didn't have a lot of experience with high level difficulty in general. Only two kinds of people can have a really well-informed opinion of the state of high tier difficulty: someone with a lot of direct experience, and someone with an extremely well-developed design intuition. And the forums statistically speaking probably have more posters that are Publishers Clearing House contest winners than are expert game designers.
I’d still like to know what the thought process is in having rewards regress when the game has never been more advanced. The difficulty hasn’t really worried me personally but unless the devs have intended the reward to be fun, interactive and challenging content more so then resources to help roster advancement I’m struggling to grasp their difficulty to reward ratio.
I’d still like to know what the thought process is in having rewards regress when the game has never been more advanced. The difficulty hasn’t really worried me personally but unless the devs have intended the reward to be fun, interactive and difficult content more so then resources to help roster advancement I’m struggling to grasp their difficulty to reward ratio.
In this particular case I think Kabam was out of touch. They don't realize the impact that map 7 and updated map 6 crystals have had on the game. So they think that they can have basically the same rewards from the previous iteration and just add a little t5 basic and 6 star shards and we'll be happy. The sig stones being taken away was a business decision because its a huge add in revenue right now. Plus we know they don't test things so they probably didn't realize the significant increase in difficulty.
The regeneration boost for mutants doesn’t work it’s meant to be 5% health only gives 1% and for some reason there’s a cooldown even though it’s not stated
I agree as well. The end game is a whole other level to what I would consider a casual player. So experience matters when talking about difficulty vs rewards really matter for specific game modes. Look at what Brian Grant has to do to keep up as a free to play player. He doesn't even want to spend units on act 6.2.6 because he needs them for sig stones and in game unit offers to keep up.
Look at what Brian Grant has to do to keep up as a free to play player. He doesn't even want to spend units on act 6.2.6 because he needs them for sig stones and in game unit offers to keep up.
I agree as well. The end game is a whole other level to what I would consider a casual player. So experience matters when talking about difficulty vs rewards really matter for specific game modes. Look at what Brian Grant has to do to keep up as a free to play player. He doesn't even want to spend units on act 6.2.6 because he needs them for sig stones and in game unit offers to keep up.
Bg is doing it itemless because that’s what he enjoys I believe, but I definitely agree that the endgame is completely different to your ‘casual’ player who is maybe trying to do act 5
With the labs still not fixed, it's getting to a point where I may have to skip today. They take a bit of a time commitment and I usually do them in the morning/afternoon on my breaks/lunch. C'mon Kabam I got a life to attend to on Friday nite.
With the labs still not fixed, it's getting to a point where I may have to skip today. They take a bit of a time commitment and I usually do them in the morning/afternoon on my breaks/lunch. C'mon Kabam I got a life to attend to on Friday nite.
They should give compensation for the rewards of today (hopefully)
I agree as well. The end game is a whole other level to what I would consider a casual player. So experience matters when talking about difficulty vs rewards really matter for specific game modes. Look at what Brian Grant has to do to keep up as a free to play player. He doesn't even want to spend units on act 6.2.6 because he needs them for sig stones and in game unit offers to keep up.
Brian is doing 6.2 itemless because he likes challenges and he operates a Youtube channel that doesn't do a ton of crystal openings so he also needs to do interesting things for his viewers. Itemless runs are basically crazy Brian being crazy Brian on camera.
He does have to do a lot of efficient gameplay to "keep up" but honestly I think that kind of resource juggling is also something he wants from the game: forcing him to make consequential choices regarding his own game progress.
I agree as well. The end game is a whole other level to what I would consider a casual player. So experience matters when talking about difficulty vs rewards really matter for specific game modes. Look at what Brian Grant has to do to keep up as a free to play player. He doesn't even want to spend units on act 6.2.6 because he needs them for sig stones and in game unit offers to keep up.
Bg is doing it itemless because that’s what he enjoys I believe, but I definitely agree that the endgame is completely different to your ‘casual’ player who is maybe trying to do act 5
I think the biggest difference between the end game and the mid game that I think even many end game players don't fully appreciate is that in the mid game there's always supposed to be an avenue for you to progress through the content. It might not be as fast as you want it to be and it may have requirements you don't want to acknowledge, but it is there.
There's no such requirement in the end game. They can make content like LoL that they don't presume anyone necessarily can complete in any reasonable amount of time or with any reasonable expense when it is first released. Or things like the Maze that seem ridiculous to most players. Sometimes the end game content is hard but doable, and sometimes it just isn't doable by even most end game players and they are waiting for someone to climb far enough up the ladder to eventually bring it down, but it doesn't have to be today.
When someone says they did everything up to now and now they are stuck and that's wrong, that's an end game player that doesn't understand the end game.
I've seen it said many times that the biggest challenge college (American) football players face when they get drafted by the NFL is that by definition they've been among the best of the best of the best all their life in football, and almost all of them discover that for the first time in their life they are only average, because they are now surrounded by the best of the best of the best of the best. You have to be one of the best of the best in this game to reach the end game, but when you get there you may discover you're a below average end game player and you have to fight your way just to reach average. Many players of both games can't accept that.
So you think someone's feedback should be judged based on where they're at in the game?
Well, to be candid, I do. This cuts in all directions. Someone who just started yesterday can have an opinion of the endgame, but I wouldn't give it much credibility. Conversely someone who's been at or near the end game for years may have no idea what the current leveling situation is today, because they have no experience with the leveling game in its current state.
If you think the difficulty is too high for you, the best person to judge that is you. I assign that opinion a lot of credibility. Does that mean the difficulty is too high for the game overall? I probably wouldn't extrapolate someone's opinion in that way that didn't have a lot of experience with high level difficulty in general. Only two kinds of people can have a really well-informed opinion of the state of high tier difficulty: someone with a lot of direct experience, and someone with an extremely well-developed design intuition. And the forums statistically speaking probably have more posters that are Publishers Clearing House contest winners than are expert game designers.
The whole conversation began when someone said something along the lines of, "You know it's bad when GW has a problem with it.". Now, I get the tongue-in-cheek humor of that, but it was followed up with "He's not End-Game.". Only we're not talking about End-Game content. We're talking about Labs. If it's to be End-Game at the Epic level, that needs to be consistent so that people know that's what it is. Instead, which is what I spoke up agaisnt, we have a moving goal post. That's the consistency I'm referring to. When you have Epic that's a reasonable level of difficulty most months and you increase it to 12 UC Bosses with random Nodes the next, that creates an unstable environment for people to grow in. People make the arguments you can do lower ones, but that's really obvious. The point is, this is an added Special Quest, and people do these consistently over months. Which means they come to depend on knowing what is within their reach. If you jack it up within a month's variation, that excludes a large number of people who have been doing it all along. 30k Champs with these Nodes is overkill for the level that we know to be Epic. Therein lies the argument. We're not talking about End-Game content. We're talking about content that encompasses a number of Players. When you change the status quo from month to month, to add something for people who are for all intents and purposes in the minority at the top, you do so at the expense of other people growing into it. Overall, it's overdone. I've said countless times. If you're going to have Levels of Difficulty, there needs to be a relative consistency with them. Jacking them up on a whim is not only confusing, it affects the progress of people who are growing and depending on them. Bottom line is, pick a goal post.
If it's to be End-Game at the Epic level, that needs to be consistent so that people know that's what it is. Instead, which is what I spoke up agaisnt, we have a moving goal post. That's the consistency I'm referring to. When you have Epic that's a reasonable level of difficulty most months and you increase it to 12 UC Bosses with random Nodes the next, that creates an unstable environment for people to grow in. People make the arguments you can do lower ones, but that's really obvious. The point is, this is an added Special Quest, and people do these consistently over months. Which means they come to depend on knowing what is within their reach. If you jack it up within a month's variation, that excludes a large number of people who have been doing it all along.
Quoted for truth.
Started playing in september 2018, been doing master EQ 100% for the past 6 months or so, became uncollected last week with only 4 or 5 revives and no units spent, same with RoL last monday, even started the uncollected EQ and it's going along fine so far. I know I'm nowhere near the endgame content most of you are discussing here but I can hold my own. And yet I couldn't even do 100% of the Master Lab today because of BS nodes on BS champions like Korg or Thing (reroling and even exiting didn't help and gave even more BS... I could have with a revive but didn't want to). Go figure what this is supposed to be and where it lands in mid-tiers players progression but from my point of view, it makes no sense, sorry. And that point of view was born in the disappointment in something that looked so fun after the initial announcement but turned up to be very far from it.
Comments
If you think the difficulty is too high for you, the best person to judge that is you. I assign that opinion a lot of credibility. Does that mean the difficulty is too high for the game overall? I probably wouldn't extrapolate someone's opinion in that way that didn't have a lot of experience with high level difficulty in general. Only two kinds of people can have a really well-informed opinion of the state of high tier difficulty: someone with a lot of direct experience, and someone with an extremely well-developed design intuition. And the forums statistically speaking probably have more posters that are Publishers Clearing House contest winners than are expert game designers.
The difficulty hasn’t really worried me personally but unless the devs have intended the reward to be fun, interactive and challenging content more so then resources to help roster advancement I’m struggling to grasp their difficulty to reward ratio.
He does have to do a lot of efficient gameplay to "keep up" but honestly I think that kind of resource juggling is also something he wants from the game: forcing him to make consequential choices regarding his own game progress.
There's no such requirement in the end game. They can make content like LoL that they don't presume anyone necessarily can complete in any reasonable amount of time or with any reasonable expense when it is first released. Or things like the Maze that seem ridiculous to most players. Sometimes the end game content is hard but doable, and sometimes it just isn't doable by even most end game players and they are waiting for someone to climb far enough up the ladder to eventually bring it down, but it doesn't have to be today.
When someone says they did everything up to now and now they are stuck and that's wrong, that's an end game player that doesn't understand the end game.
I've seen it said many times that the biggest challenge college (American) football players face when they get drafted by the NFL is that by definition they've been among the best of the best of the best all their life in football, and almost all of them discover that for the first time in their life they are only average, because they are now surrounded by the best of the best of the best of the best. You have to be one of the best of the best in this game to reach the end game, but when you get there you may discover you're a below average end game player and you have to fight your way just to reach average. Many players of both games can't accept that.
Fact that the labs are busted and I can't literally fix linen a couple keystrokes the set it so that they reset every 24 hours it's unbelievable...
I used to spend on this game.
Like 50-100$ a month.
I've spent 15$ since last Christmas
And I barely you can play anymore and 99% of that is because of stuff like this.
In the name of Earl of lemongrab....
UNACCEPTABLE
Started playing in september 2018, been doing master EQ 100% for the past 6 months or so, became uncollected last week with only 4 or 5 revives and no units spent, same with RoL last monday, even started the uncollected EQ and it's going along fine so far. I know I'm nowhere near the endgame content most of you are discussing here but I can hold my own. And yet I couldn't even do 100% of the Master Lab today because of BS nodes on BS champions like Korg or Thing (reroling and even exiting didn't help and gave even more BS... I could have with a revive but didn't want to). Go figure what this is supposed to be and where it lands in mid-tiers players progression but from my point of view, it makes no sense, sorry. And that point of view was born in the disappointment in something that looked so fun after the initial announcement but turned up to be very far from it.