Why is everyone complaining about terrible rewards for 'endgame' players. Yea sure they aren't the best. But its not always about endgame players. Mid tier and beginner players matter too. For master you can get 1 t1 alpha for 5 of the 7 days a week, might not benefit the older players as much as the newer players. From a producers standpoint, you want people to keep using your product, which means Kabam needs to make the rewards targeted to players with a small and players with an expanding roster. What's the point of having 4-5 difficulties if you're not going to cater to everyone? The point is to target as many difficulty points as possible, but there's no way to target everyone with only four or five. That's simply impossible. Just looking at the typical monthly and special event quest difficulties, it is obvious that even with Normal, Heroic, Master, and Uncollected/Epic we're skipping over a lot of players: most players are falling in between the huge gaps in those and have to work upward towards difficulty tiers far above them. There's nowhere you could put a tier higher than UC or Epic that wouldn't also miss most of the players above UC/Epic, assuming you wanted to add an additional difficulty tier.Also, the playerbase gets thinner as you go higher. The simple numbers are that there are tons of players for whom Normal is the closest reasonable difficulty. Ditto for Heroic, Master, and UC. But a hypothetical Cav difficulty far above UC (following the difficulty curve in general) would have only a very tiny percentage of players for whom that would be appropriate. Shuffling the tiers around to target them would be adding a tier for hundreds, maybe thousands of players while making life more difficult for tens if not hundreds of thousands of others. That's a net loss to the playerbase as a whole.
Why is everyone complaining about terrible rewards for 'endgame' players. Yea sure they aren't the best. But its not always about endgame players. Mid tier and beginner players matter too. For master you can get 1 t1 alpha for 5 of the 7 days a week, might not benefit the older players as much as the newer players. From a producers standpoint, you want people to keep using your product, which means Kabam needs to make the rewards targeted to players with a small and players with an expanding roster. What's the point of having 4-5 difficulties if you're not going to cater to everyone?
Why is everyone complaining about terrible rewards for 'endgame' players. Yea sure they aren't the best. But its not always about endgame players. Mid tier and beginner players matter too. For master you can get 1 t1 alpha for 5 of the 7 days a week, might not benefit the older players as much as the newer players. From a producers standpoint, you want people to keep using your product, which means Kabam needs to make the rewards targeted to players with a small and players with an expanding roster.
Why is everyone complaining about terrible rewards for 'endgame' players. Yea sure they aren't the best. But its not always about endgame players. Mid tier and beginner players matter too. For master you can get 1 t1 alpha for 5 of the 7 days a week, might not benefit the older players as much as the newer players. From a producers standpoint, you want people to keep using your product, which means Kabam needs to make the rewards targeted to players with a small and players with an expanding roster. What's the point of having 4-5 difficulties if you're not going to cater to everyone? The point is to target as many difficulty points as possible, but there's no way to target everyone with only four or five. That's simply impossible. Just looking at the typical monthly and special event quest difficulties, it is obvious that even with Normal, Heroic, Master, and Uncollected/Epic we're skipping over a lot of players: most players are falling in between the huge gaps in those and have to work upward towards difficulty tiers far above them. There's nowhere you could put a tier higher than UC or Epic that wouldn't also miss most of the players above UC/Epic, assuming you wanted to add an additional difficulty tier.Also, the playerbase gets thinner as you go higher. The simple numbers are that there are tons of players for whom Normal is the closest reasonable difficulty. Ditto for Heroic, Master, and UC. But a hypothetical Cav difficulty far above UC (following the difficulty curve in general) would have only a very tiny percentage of players for whom that would be appropriate. Shuffling the tiers around to target them would be adding a tier for hundreds, maybe thousands of players while making life more difficult for tens if not hundreds of thousands of others. That's a net loss to the playerbase as a whole. Sounds like excuses to me.
Sounds like excuses to me. You don't excuse reality. You just explain it, for the benefit of those living in it.
Sounds like excuses to me.
Sounds like excuses to me. You don't excuse reality. You just explain it, for the benefit of those living in it. That's a cracking reply. IMO, I think it better to wait for the side-event to drop and see how much effort and Questing Energy would required to clear this event to get your rewards. September's Time after Time quests had this same problem - good rewards but needs way too many Quest Energy and the Modern Age quests just simply drag on.
Looking at rewards I don’t see too much point doing all apart of Epic ones.. and this is not necessary every day.
I really don't understand what people are hung up about. last month was extremely gracious with rewards, and this month has slowed down a lot, which personally helps me head back to variant and main story content. plus, seeing how "few" rewards there are, (40 units a day? YES!!!!) they will probably add some super hard content like celebretity stuff
Given the energy requirements, that may be the idea. They may realize that fewer people will be able to do epic every day and even fewer people will want to do more than 1 or 2 difficulties. So almost nobody out there will need the energy to do full exploration on all difficulties of this event.