With all the 5* crystals we get this month, does it actually make you worse off?

124

Comments

  • Captain_NietschCaptain_Nietsch Member Posts: 481 ★★
    It's been bad me for me - I haven't pulled anyone decent
    I find this a strange post. Getting new champs isn't less good just because other also get possibly better champs. Stop comparing your progress against others. In wars, for really high tier players it might matter. But for the rest of us, I find it much better to focus on your own progress.

    I for one am happy for any compensation, or free shards etc.
  • Captain_NietschCaptain_Nietsch Member Posts: 481 ★★
    It's been bad me for me - I haven't pulled anyone decent

    Spiral said:

    I know what you mean but in short, lower level players need those 5*s. Doesn't matter if someone near or just above them gets a god tier and they get a bad champ. Face it, there are so many imbalances in the game because of spending already that this is a drop in the bucket. Look no further than the kind of people who have 10+ R5 5*s, whilst if you've only explored variants and explored up to act 5 and done completion in act 6, you're still way behind. think of that, huge progress in this game and it means almost nothing because people can just spend for champs and resources.

    so in short, lower level players need it.

    Yeah but comparing 2 mid level players who are more or less even, 1 spens a lot of time grinding and maybe $50 a month on the game but he couldn't pull a God tier champ. Another player doesn't do any grinding but this month was able to get 3 God tier champs out of the 5 free 5* crystals.

    How is that fair to the guy that grinds and spends money?

    These increased rewards are rewarding those players who don't necessarily spend time or money in the game to the detriment of those that spend time and money on the game.

    Is that fair?
    If you are looking for a game that is fair, I think this isn't the one. It's based on randomized crystal pulls. It's basically in part a game of chance. Sometimes you win, sometimes you lose.

    Basically, the scenario you describe fits most parts of this game. If two players spend exactly the same amount of time and money and earn exactly the same amount of shards. One of them might still pull several god tier champs from that amount of shards while the other pulls only arena-fodder. Is it fair, you might ask? No, probably not. But it is the game. If luck played no part at all, it wouldn't be the same game.
  • Justin2524Justin2524 Member Posts: 1,626 ★★★★

    SuperGood said:

    Like everyone has said comparing your account to others is kind of pointless. Or even counter productive as in the adage, “Comparison is the thief of joy”. You reduce your own enjoyment of the game needlessly by thinking this way. A better way to go about it would be to encourage and celebrate with people who were blessed this month with great champs that will be good for clearing content. They would be encouraged and you would actually feel better by being an encourager. Complaining is kind of a sickness in a sense... Also, Kabam did right by increasing rewards and sending compensation. Thankfulness for what we received from them would also be a blessing to you and others.

    Also comparing is what people do all the time, it's human nature.

    How many people who aren't Warriors fans were happy that they won all those Chips with Durant?

    None.

    Everyone else wants their own teams to win.
    Your comparisons are laughably inapplicable.

    Your argument regarding efforts vs rewards is also a bit strange. The champs you get are dictated by RNG - those are the rules that govern the game. You can feel as cheated as you want when someone pulls a great champ you don’t have, but in the end all you’re doing is letting your jealousy get the better of you and sucking the fun out of the game.

    But if you want to continue looking at the game from this perspective of yours, by all means, continue. After all, what you think or what you do with your account has absolutely no bearing whatsoever on my account or my capacity to enjoy the game.

    Again no need to get personal. Play the ball not the man 'bro'.
    Where did I get personal, please do enlighten me? Seems to me you’re just getting a bit touchy.
    You said "you can feel as cheated as you want". Why need to go there?

    Everybody has an equal opportunity to get rewarded for spending 5 mins on the special quests, to not do it is ridiculous. Complaining about more opportunities is dizzying, I thought we all wanted more chances to possibly progress faster 🤷🏻‍♂️

    Just so I understand, you were happier before the rewards got buffed?

    Again no need to get personal. Play the ball not he man.
  • Justin2524Justin2524 Member Posts: 1,626 ★★★★
    tidusx2jr said:

    tidusx2jr said:

    tidusx2jr said:

    tidusx2jr said:

    Spiral said:

    I know what you mean but in short, lower level players need those 5*s. Doesn't matter if someone near or just above them gets a god tier and they get a bad champ. Face it, there are so many imbalances in the game because of spending already that this is a drop in the bucket. Look no further than the kind of people who have 10+ R5 5*s, whilst if you've only explored variants and explored up to act 5 and done completion in act 6, you're still way behind. think of that, huge progress in this game and it means almost nothing because people can just spend for champs and resources.

    so in short, lower level players need it.

    Yeah but comparing 2 mid level players who are more or less even, 1 spens a lot of time grinding and maybe $50 a month on the game but he couldn't pull a God tier champ. Another player doesn't do any grinding but this month was able to get 3 God tier champs out of the 5 free 5* crystals.

    How is that fair to the guy that grinds and spends money?

    These increased rewards are rewarding those players who don't necessarily spend time or money in the game to the detriment of those that spend time and money on the game.

    Is that fair?
    They both have the same % of pulling a god tier champ from those same rewards tho. It doesn't, nor will it ever, matter how much harder someone grinds or spends in the game bc RNG is always the determining factor.

    By your way of thinking, Kabam should have some way of tracking player's progress, grind time and spending habits to give them an increased chance at obtaining god tier champs from Crystal's over that of someone who just casually plays or doesn't spend money on the game. I am UC, I grind about 9-12m in 5* arenas 2x a week, 3m in 4* featured arenas 2x a week, hit all milestones on t4bc (2m) & t1 alpha (1.6m), plus doing daily side quests along with monthly EQ; completed UC and working on exploration, 100% master, 100% heroic. Plus doing AQ map 5x5, doing AW and still working on progression in act 6. Does that mean I should get only god tier champs from my crystal pulls too, you know since it should be based on grind and money spent right? Or that i should get better champs than someone else that's UC bc I grind harder or spend more than that person who doesn't? By that logic the game would be terribly unbalanced and give 0 incentive to the players who dont have that much time to play or extra money to drop on the game, or just the casual player who likes only questing but hates arenas.. see why it's all RNG now? It's the fairest way possible, by sheer and pure luck of the draw.
    I'm not saying you as a grinder should get EVERYTHING, but on the balance, if you spend x20 times more time on the game you should get more rewards from the game.

    Someone else shouldn't just be able to pick up the game and quickly catch up to you cause everyone's asking for more and more rewards.
    I do get more rewards from it, I get the rewards of what I grinded for from it and those who choose not to grind dont. I still recieved all my grind rewards along with the compensation that kabam sent out, whereas those who dont grind like I do only got the compensation. So nobody gained anything 'extra', everyone got what they usually get AND they got compensation for the game crashing from kabam, it has nothing to do with ppl asking for more rewards. I truly hope this helps you better understand things bc I dont know if there's any other way to explain it to you.
    I'm talking more about all the 5* shards from side quests this month. Wayyy too many IMO.
    Just when I thought this couldn't get any worse.. so you're telling me that the side quests that is open to everyone and gives the same rewards to everyone who completes it is a problem? It doesn't benefit any one person more than the other, so I seriously dont get what the issue here is. Because there's a possibility for one person to get a 5* Corvus out of it by obtaining enough shards for a crystal, versus someone only getting a 5* Iron Patriot by obtaining the same amount of shards for a crystal of their own? Yeah the problem with you issue here isn't the amount of shards given, it's the luck of RNG. I bet if instead of giving shards for a 5* random champ that they gave you the option of selecting the champ you want/need then you'd be singing a different tune.
    Maybe you didn't know the whole story but there weren't supposed to be that many 5* shards in the side quest rewards, but after an uproar Kabaam caved in and bumped up the rewards.

    Regardless, EVERYONE not just those who may or may not have caused this so called uproar, but EVERYONE gets an opportunity at the SAME AMOUNT of 5* shards. You keep trying to word it differently with each response but it's still the same scenario every time. It doesn't matter if ppl haven't played the game in a year or if they play every minute of every day, EVERYONE gets the same shot at the same side quests that rewards you the same shards. NOBODY is getting anything 'for free' here, you still have to put in the work to beat the quests to get the rewards, same with everything else in the game.
    Yeah but the PROPORTION is higher for people who don't grind.

    As an example if you grind you get x3 5* per month, plus 5 free this week = 8. So the ratio of free crystal = 5/8 = 62.5%

    For a non grinder they may bet 1 5* per month, plus 5 free this week = 6. So the ratio of free crystal = 5/6 = 83.3%.

    So the ratio of free crystal for non grinder is higher.
  • OctoberstackOctoberstack Member Posts: 872 ★★★★

    SuperGood said:

    Like everyone has said comparing your account to others is kind of pointless. Or even counter productive as in the adage, “Comparison is the thief of joy”. You reduce your own enjoyment of the game needlessly by thinking this way. A better way to go about it would be to encourage and celebrate with people who were blessed this month with great champs that will be good for clearing content. They would be encouraged and you would actually feel better by being an encourager. Complaining is kind of a sickness in a sense... Also, Kabam did right by increasing rewards and sending compensation. Thankfulness for what we received from them would also be a blessing to you and others.

    Also comparing is what people do all the time, it's human nature.

    How many people who aren't Warriors fans were happy that they won all those Chips with Durant?

    None.

    Everyone else wants their own teams to win.
    Your comparisons are laughably inapplicable.

    Your argument regarding efforts vs rewards is also a bit strange. The champs you get are dictated by RNG - those are the rules that govern the game. You can feel as cheated as you want when someone pulls a great champ you don’t have, but in the end all you’re doing is letting your jealousy get the better of you and sucking the fun out of the game.

    But if you want to continue looking at the game from this perspective of yours, by all means, continue. After all, what you think or what you do with your account has absolutely no bearing whatsoever on my account or my capacity to enjoy the game.

    Again no need to get personal. Play the ball not the man 'bro'.
    Where did I get personal, please do enlighten me? Seems to me you’re just getting a bit touchy.
    You said "you can feel as cheated as you want". Why need to go there?

    Everybody has an equal opportunity to get rewarded for spending 5 mins on the special quests, to not do it is ridiculous. Complaining about more opportunities is dizzying, I thought we all wanted more chances to possibly progress faster 🤷🏻‍♂️

    Just so I understand, you were happier before the rewards got buffed?

    Again no need to get personal. Play the ball not he man.
    Really running out of counter arguments there
  • OctoberstackOctoberstack Member Posts: 872 ★★★★
    @Japam12345 As someone else said earlier, you’ve changed your narrative at least twice throughout this discussion, and it’s still very unclear what exactly has you so irked, and what you want to do about it.

    Currently all I’m getting is:

    - You really dislike the need to get personal
    - You really like bringing up the above when someone counters your comments and you have nothing to say
    - You’ve got a bit of a jealous streak in you, as you seem to heavily dislike other people getting better pulls with less effort. No, they are not ‘undeserving’ of these champs, even if they pull better champs than yours from ‘free crystals’ - they are simply lucky, and this game is all about luck. And there’s nothing you can do about. Maybe hang up your jealousy, stop being so bothered about other people’s accounts and enjoy the game for what it is.
    - You like playing ‘the ball not the man’
  • XxLoganTDCxXXxLoganTDCxX Member Posts: 2,561 ★★★★
    It's been so so for me - some decent champs
    My four star luck is great
    My five star luck is awful
    But I did recently duped my 5* Proxima Midnight. Not bad, but not great.
  • LormifLormif Member Posts: 7,369 ★★★★★

    tidusx2jr said:

    tidusx2jr said:

    tidusx2jr said:

    tidusx2jr said:

    Spiral said:

    I know what you mean but in short, lower level players need those 5*s. Doesn't matter if someone near or just above them gets a god tier and they get a bad champ. Face it, there are so many imbalances in the game because of spending already that this is a drop in the bucket. Look no further than the kind of people who have 10+ R5 5*s, whilst if you've only explored variants and explored up to act 5 and done completion in act 6, you're still way behind. think of that, huge progress in this game and it means almost nothing because people can just spend for champs and resources.

    so in short, lower level players need it.

    Yeah but comparing 2 mid level players who are more or less even, 1 spens a lot of time grinding and maybe $50 a month on the game but he couldn't pull a God tier champ. Another player doesn't do any grinding but this month was able to get 3 God tier champs out of the 5 free 5* crystals.

    How is that fair to the guy that grinds and spends money?

    These increased rewards are rewarding those players who don't necessarily spend time or money in the game to the detriment of those that spend time and money on the game.

    Is that fair?
    They both have the same % of pulling a god tier champ from those same rewards tho. It doesn't, nor will it ever, matter how much harder someone grinds or spends in the game bc RNG is always the determining factor.

    By your way of thinking, Kabam should have some way of tracking player's progress, grind time and spending habits to give them an increased chance at obtaining god tier champs from Crystal's over that of someone who just casually plays or doesn't spend money on the game. I am UC, I grind about 9-12m in 5* arenas 2x a week, 3m in 4* featured arenas 2x a week, hit all milestones on t4bc (2m) & t1 alpha (1.6m), plus doing daily side quests along with monthly EQ; completed UC and working on exploration, 100% master, 100% heroic. Plus doing AQ map 5x5, doing AW and still working on progression in act 6. Does that mean I should get only god tier champs from my crystal pulls too, you know since it should be based on grind and money spent right? Or that i should get better champs than someone else that's UC bc I grind harder or spend more than that person who doesn't? By that logic the game would be terribly unbalanced and give 0 incentive to the players who dont have that much time to play or extra money to drop on the game, or just the casual player who likes only questing but hates arenas.. see why it's all RNG now? It's the fairest way possible, by sheer and pure luck of the draw.
    I'm not saying you as a grinder should get EVERYTHING, but on the balance, if you spend x20 times more time on the game you should get more rewards from the game.

    Someone else shouldn't just be able to pick up the game and quickly catch up to you cause everyone's asking for more and more rewards.
    I do get more rewards from it, I get the rewards of what I grinded for from it and those who choose not to grind dont. I still recieved all my grind rewards along with the compensation that kabam sent out, whereas those who dont grind like I do only got the compensation. So nobody gained anything 'extra', everyone got what they usually get AND they got compensation for the game crashing from kabam, it has nothing to do with ppl asking for more rewards. I truly hope this helps you better understand things bc I dont know if there's any other way to explain it to you.
    I'm talking more about all the 5* shards from side quests this month. Wayyy too many IMO.
    Just when I thought this couldn't get any worse.. so you're telling me that the side quests that is open to everyone and gives the same rewards to everyone who completes it is a problem? It doesn't benefit any one person more than the other, so I seriously dont get what the issue here is. Because there's a possibility for one person to get a 5* Corvus out of it by obtaining enough shards for a crystal, versus someone only getting a 5* Iron Patriot by obtaining the same amount of shards for a crystal of their own? Yeah the problem with you issue here isn't the amount of shards given, it's the luck of RNG. I bet if instead of giving shards for a 5* random champ that they gave you the option of selecting the champ you want/need then you'd be singing a different tune.
    Maybe you didn't know the whole story but there weren't supposed to be that many 5* shards in the side quest rewards, but after an uproar Kabaam caved in and bumped up the rewards.

    Regardless, EVERYONE not just those who may or may not have caused this so called uproar, but EVERYONE gets an opportunity at the SAME AMOUNT of 5* shards. You keep trying to word it differently with each response but it's still the same scenario every time. It doesn't matter if ppl haven't played the game in a year or if they play every minute of every day, EVERYONE gets the same shot at the same side quests that rewards you the same shards. NOBODY is getting anything 'for free' here, you still have to put in the work to beat the quests to get the rewards, same with everything else in the game.
    Yeah but the PROPORTION is higher for people who don't grind.

    As an example if you grind you get x3 5* per month, plus 5 free this week = 8. So the ratio of free crystal = 5/8 = 62.5%

    For a non grinder they may bet 1 5* per month, plus 5 free this week = 6. So the ratio of free crystal = 5/6 = 83.3%.

    So the ratio of free crystal for non grinder is higher.
    What does this even matter, why do you care at what ration they supposedly get, why all the arguments of jealousy? You get more total by grinding, that is the reward, typically grinding has demisihing returns.
  • LordRaymond3LordRaymond3 Member Posts: 394 ★★★
    It's been so so for me - some decent champs
    Are you really complaining about getting crystals
  • Uncle_Fatty_247Uncle_Fatty_247 Member Posts: 355 ★★
    All I’m certain of so far is everything is a personal attack and you love “play the ball not the man”.

    You still failed to answer my question, “stop being personal and play the ball” blah blah doesn’t clarify WHAT DO YOU WANT?

    How about if every player got the same exact champs, so everybody has a “god-tier” roster? I’m telling you confidently that a game like that would suck and die within 6 months, the randomness and diversity of this game, at least for me, is what peaks my interest.
  • Lovejoy72Lovejoy72 Member Posts: 1,858 ★★★★
    In healthcare, we measure our scores (quality, patient experience) as percentiles rather than absolute scores. That is, our absolute scores may go up, but we seem to have gotten worse if other hospitals got better faster, thus dropping our percentile rank. This process is actually required by Medicare. It’s one means of letting an industry set its own standards, but pushing competition by only rewarding those performing best in that industry.

    The cooperative gaming elements here function the same. Your improvements are meaningless if they are slower than the bulk of the other players. Your prestige must raise near or above the average rate to stay competitive.

    That said, it takes more than a handful of players with great pulls to force you behind. We also have the choice to not compete in those areas, and we have constant rebalancing of the game by Kabam. There are also clear end points (max prestige by game design).
  • ZuroZuro Member Posts: 2,868 ★★★★★
    Why can't people just be happy with a 5 star crystal and call it a day
  • ZuroZuro Member Posts: 2,868 ★★★★★
    Like this thread is so pointless but if you feel soooo cheated out of this just don't play the game there are so many actual issues that need to be addressed rather than this nonsense


    (This is not a personal attack)
  • phil56201phil56201 Member Posts: 986 ★★★
    I feel as if ive lost a few IQ points having read this thread. My own fault. Should have backed out the minute I read the OP.

    But if the OP feels he is getting too many 5*'s, I would suggest he contact customer support and ask that they remove his "ill gotten gains."

    Ive seen it work in the past....
  • SDPSDP Member Posts: 1,622 ★★★★
    The logic here is utterly astounding.
  • Justin2524Justin2524 Member Posts: 1,626 ★★★★
    I feel like you guys are missing the whole point of this thread...

    Nevermind.
  • ZuroZuro Member Posts: 2,868 ★★★★★
    And plus another reason why it is flawed is because think of this, let's say two people grind the same amount for a 5 star crystal but one person gets the better champ how can you fix it to where they both get equally rated Champs? You can't. Also as others stated you're just leading yourself to disappointment if all you do with this game is compare your self to others it's eventually just going to lead to you becoming envious so if anything just worry about yourself and move on in life rather than carrying about what other people get if it's just gonna end up leading you to become envious
  • DNA3000DNA3000 Member, Guardian Posts: 19,658 Guardian

    By getting more rewards for FREE the balance is shifted to those who are doing nothing but getting lucky to get things and before you know it there'll be no need to grind but just sit around and keep asking for handouts.

    This is a complicated game design topic, but the short answer is that all progressional games like this look for a balance between rewards you play for, rewards you pay for, and rewards you more or less get for nothing. Each of these actually plays an important role in the game. Obviously, if no one paid for anything the game would shut down. So there has to be some incentive to pay. And just as obviously, if there were no rewards for playing the game, no one would. These two types of rewards have to be balanced against each other: all things being equal you want the rewards for gameplay to be as high as possible, and the rewards for cash to be as low as possible, to value gameplay as high as possible relative to simply buying everything in the game. But that value has to be there, or no one would buy anything.

    The rewards that come for free also serve an important, if less well acknowledged purpose. Suppose I play for twenty hours a week and you play for two. That means I play ten times longer than you. Should I advance ten times faster in the game? Well, some people would say yes, but that's generally unacceptable in a massively multiplayer game. The spread of playing time in the playerbase is huge, but we can't have an equally gigantic difference in player advancement opportunities. If we did, we'd have a similar problem as we would if we had too much value in cash offers. Too good cash offers make the game pay to play, and people who paid less or played for free wouldn't feel it was worth playing. Too much advantage from large amounts of time playing the game would make all the casual players abandon the game.

    We want to reward people who play more, but a direct proportional reward might be too high. So we dilute that with "baseline" rewards - rewards you get for free or for minimal effort. So instead of you getting one 5* crystals every month and me getting six, you get two and I get seven, or you get three and I get eight. I still get more, but instead of getting five times as much I get less than three times as much. That's still a reasonable advantage for more play, but it isn't too much advantage.

    There's a baseline, and then there's two ways to get above the baseline: play more or spend more. The ratio of the rewards for playing and the rewards for spending determine how friendly or unfriendly the game is to non-spenders. The ratio of baseline rewards to the higher rewards determines how friendly or unfriendly the game is to casual players.
  • Justin2524Justin2524 Member Posts: 1,626 ★★★★
    DNA3000 said:

    By getting more rewards for FREE the balance is shifted to those who are doing nothing but getting lucky to get things and before you know it there'll be no need to grind but just sit around and keep asking for handouts.

    This is a complicated game design topic, but the short answer is that all progressional games like this look for a balance between rewards you play for, rewards you pay for, and rewards you more or less get for nothing. Each of these actually plays an important role in the game. Obviously, if no one paid for anything the game would shut down. So there has to be some incentive to pay. And just as obviously, if there were no rewards for playing the game, no one would. These two types of rewards have to be balanced against each other: all things being equal you want the rewards for gameplay to be as high as possible, and the rewards for cash to be as low as possible, to value gameplay as high as possible relative to simply buying everything in the game. But that value has to be there, or no one would buy anything.

    The rewards that come for free also serve an important, if less well acknowledged purpose. Suppose I play for twenty hours a week and you play for two. That means I play ten times longer than you. Should I advance ten times faster in the game? Well, some people would say yes, but that's generally unacceptable in a massively multiplayer game. The spread of playing time in the playerbase is huge, but we can't have an equally gigantic difference in player advancement opportunities. If we did, we'd have a similar problem as we would if we had too much value in cash offers. Too good cash offers make the game pay to play, and people who paid less or played for free wouldn't feel it was worth playing. Too much advantage from large amounts of time playing the game would make all the casual players abandon the game.

    We want to reward people who play more, but a direct proportional reward might be too high. So we dilute that with "baseline" rewards - rewards you get for free or for minimal effort. So instead of you getting one 5* crystals every month and me getting six, you get two and I get seven, or you get three and I get eight. I still get more, but instead of getting five times as much I get less than three times as much. That's still a reasonable advantage for more play, but it isn't too much advantage.

    There's a baseline, and then there's two ways to get above the baseline: play more or spend more. The ratio of the rewards for playing and the rewards for spending determine how friendly or unfriendly the game is to non-spenders. The ratio of baseline rewards to the higher rewards determines how friendly or unfriendly the game is to casual players.
    Thank you for your post, and I get what you're saying.

    But my concern is, if you look at the side quest event this month, Kabam had already came up with what they thought was the right level of 5* rewards. However, due to pressures from Youtubers like Seatin, KT1 and the likes (all of whom I really enjoy BTW), Kabam somehow caved in and gave up to x3 the original amount.

    That's what I'm referring too here. There's now too much 5* shards being given out in the side quest vs the amount of effort required compared to, say, the Arenas or other months' side quests and event quests.

    My concern is if this is a trend, then people are just not going to pay or play, but sit around and whine and ask for more shards using this month's side quest as the baseline.

    How is that good for the game?
  • Justin2524Justin2524 Member Posts: 1,626 ★★★★
    Zuro said:

    I feel like you guys are missing the whole point of this thread...

    Nevermind.

    We get the point it's just not a valid one. Your argument is flawed because look, you are saying how come those who don't grind for these crystals open them and get good champions (which is not always the case) but those who grind get shafted (which is not always the case). it doesn't matter how much effort you put into accumulating these because at the end if the day it is all reliant on luck no matter how much effort you put and even then now matter who you pull it's going to increase your roster in some way whether you like the champ or not.

    Yes it depends on luck, but if I give you x5 free 5* vs x2 free 5* which options would you choose? The one that has more CHANCE at getting better champs right?
  • ZuroZuro Member Posts: 2,868 ★★★★★

    DNA3000 said:

    By getting more rewards for FREE the balance is shifted to those who are doing nothing but getting lucky to get things and before you know it there'll be no need to grind but just sit around and keep asking for handouts.

    This is a complicated game design topic, but the short answer is that all progressional games like this look for a balance between rewards you play for, rewards you pay for, and rewards you more or less get for nothing. Each of these actually plays an important role in the game. Obviously, if no one paid for anything the game would shut down. So there has to be some incentive to pay. And just as obviously, if there were no rewards for playing the game, no one would. These two types of rewards have to be balanced against each other: all things being equal you want the rewards for gameplay to be as high as possible, and the rewards for cash to be as low as possible, to value gameplay as high as possible relative to simply buying everything in the game. But that value has to be there, or no one would buy anything.

    The rewards that come for free also serve an important, if less well acknowledged purpose. Suppose I play for twenty hours a week and you play for two. That means I play ten times longer than you. Should I advance ten times faster in the game? Well, some people would say yes, but that's generally unacceptable in a massively multiplayer game. The spread of playing time in the playerbase is huge, but we can't have an equally gigantic difference in player advancement opportunities. If we did, we'd have a similar problem as we would if we had too much value in cash offers. Too good cash offers make the game pay to play, and people who paid less or played for free wouldn't feel it was worth playing. Too much advantage from large amounts of time playing the game would make all the casual players abandon the game.

    We want to reward people who play more, but a direct proportional reward might be too high. So we dilute that with "baseline" rewards - rewards you get for free or for minimal effort. So instead of you getting one 5* crystals every month and me getting six, you get two and I get seven, or you get three and I get eight. I still get more, but instead of getting five times as much I get less than three times as much. That's still a reasonable advantage for more play, but it isn't too much advantage.

    There's a baseline, and then there's two ways to get above the baseline: play more or spend more. The ratio of the rewards for playing and the rewards for spending determine how friendly or unfriendly the game is to non-spenders. The ratio of baseline rewards to the higher rewards determines how friendly or unfriendly the game is to casual players.
    Thank you for your post, and I get what you're saying.

    But my concern is, if you look at the side quest event this month, Kabam had already came up with what they thought was the right level of 5* rewards. However, due to pressures from Youtubers like Seatin, KT1 and the likes (all of whom I really enjoy BTW), Kabam somehow caved in and gave up to x3 the original amount.

    That's what I'm referring too here. There's now too much 5* shards being given out in the side quest vs the amount of effort required compared to, say, the Arenas or other months' side quests and event quests.

    My concern is if this is a trend, then people are just not going to pay or play, but sit around and whine and ask for more shards using this month's side quest as the baseline.

    How is that good for the game?
    Have you ever thought that they are doing this because with 6.3 out and 6.4 coming out later down the line that the shift is slowly moving to 6 stars you could've made this argument like 3 years ago about 4 stars but it goes full circle, because at first these things are rare but as time flies they become less rare as kabam make these things more achievable and then the next big thing comes out and the cycle repeats
  • ZuroZuro Member Posts: 2,868 ★★★★★

    Zuro said:

    I feel like you guys are missing the whole point of this thread...

    Nevermind.

    We get the point it's just not a valid one. Your argument is flawed because look, you are saying how come those who don't grind for these crystals open them and get good champions (which is not always the case) but those who grind get shafted (which is not always the case). it doesn't matter how much effort you put into accumulating these because at the end if the day it is all reliant on luck no matter how much effort you put and even then now matter who you pull it's going to increase your roster in some way whether you like the champ or not.

    Yes it depends on luck, but if I give you x5 free 5* vs x2 free 5* which options would you choose? The one that has more CHANCE at getting better champs right?
    Not to come off rude or anything but what point are you trying to make?
  • Uncle_Fatty_247Uncle_Fatty_247 Member Posts: 355 ★★
    Zuro said:



    Not to come off rude or anything but what point are you trying to make?

    His point is, by the sum of multiple rant topics throughout this post, that ALL players should work twice as hard for a microscopic fraction of the current rewards. By his logic, Kabam is far too generous, specifically with questing rewards; therefore moving forward, all shard amounts need to be reduced by 90%.

    My guess is he opened a couple 5* crystals recently, pulled Diablo and duped his Netflix DD, and has no more Fs to give.
  • Justin2524Justin2524 Member Posts: 1,626 ★★★★
    Zuro said:

    Zuro said:

    I feel like you guys are missing the whole point of this thread...

    Nevermind.

    We get the point it's just not a valid one. Your argument is flawed because look, you are saying how come those who don't grind for these crystals open them and get good champions (which is not always the case) but those who grind get shafted (which is not always the case). it doesn't matter how much effort you put into accumulating these because at the end if the day it is all reliant on luck no matter how much effort you put and even then now matter who you pull it's going to increase your roster in some way whether you like the champ or not.

    Yes it depends on luck, but if I give you x5 free 5* vs x2 free 5* which options would you choose? The one that has more CHANCE at getting better champs right?
    Not to come off rude or anything but what point are you trying to make?
    You said it still relies on LUCK LUCK LUCK.. blah blah blah..
  • This content has been removed.
  • Justin2524Justin2524 Member Posts: 1,626 ★★★★
    Midnite93 said:

    In a way your prediction proved correct but i had a good luck charm in a login gmc in a form of 5 star Nick Fury. However got kabamed in 5 star basics @Japam12345 Guillotine, vulture and now cable lol

    haha.. sorry to hear that man..
  • Master_mischief69Master_mischief69 Member Posts: 236 ★★
    You should have added another option... Because i don't get an 5 star hero crystal....
  • Justin2524Justin2524 Member Posts: 1,626 ★★★★
    edited November 2019
    LOL @ all the personal comments and attacks..
  • OctoberstackOctoberstack Member Posts: 872 ★★★★

    DNA3000 said:

    By getting more rewards for FREE the balance is shifted to those who are doing nothing but getting lucky to get things and before you know it there'll be no need to grind but just sit around and keep asking for handouts.

    This is a complicated game design topic, but the short answer is that all progressional games like this look for a balance between rewards you play for, rewards you pay for, and rewards you more or less get for nothing. Each of these actually plays an important role in the game. Obviously, if no one paid for anything the game would shut down. So there has to be some incentive to pay. And just as obviously, if there were no rewards for playing the game, no one would. These two types of rewards have to be balanced against each other: all things being equal you want the rewards for gameplay to be as high as possible, and the rewards for cash to be as low as possible, to value gameplay as high as possible relative to simply buying everything in the game. But that value has to be there, or no one would buy anything.

    The rewards that come for free also serve an important, if less well acknowledged purpose. Suppose I play for twenty hours a week and you play for two. That means I play ten times longer than you. Should I advance ten times faster in the game? Well, some people would say yes, but that's generally unacceptable in a massively multiplayer game. The spread of playing time in the playerbase is huge, but we can't have an equally gigantic difference in player advancement opportunities. If we did, we'd have a similar problem as we would if we had too much value in cash offers. Too good cash offers make the game pay to play, and people who paid less or played for free wouldn't feel it was worth playing. Too much advantage from large amounts of time playing the game would make all the casual players abandon the game.

    We want to reward people who play more, but a direct proportional reward might be too high. So we dilute that with "baseline" rewards - rewards you get for free or for minimal effort. So instead of you getting one 5* crystals every month and me getting six, you get two and I get seven, or you get three and I get eight. I still get more, but instead of getting five times as much I get less than three times as much. That's still a reasonable advantage for more play, but it isn't too much advantage.

    There's a baseline, and then there's two ways to get above the baseline: play more or spend more. The ratio of the rewards for playing and the rewards for spending determine how friendly or unfriendly the game is to non-spenders. The ratio of baseline rewards to the higher rewards determines how friendly or unfriendly the game is to casual players.
    Thank you for your post, and I get what you're saying.

    But my concern is, if you look at the side quest event this month, Kabam had already came up with what they thought was the right level of 5* rewards. However, due to pressures from Youtubers like Seatin, KT1 and the likes (all of whom I really enjoy BTW), Kabam somehow caved in and gave up to x3 the original amount.

    That's what I'm referring too here. There's now too much 5* shards being given out in the side quest vs the amount of effort required compared to, say, the Arenas or other months' side quests and event quests.

    My concern is if this is a trend, then people are just not going to pay or play, but sit around and whine and ask for more shards using this month's side quest as the baseline.

    How is that good for the game?
    Again, changing your narrative after realising you can’t argue your point.

    LOL @ all the personal comments and attacks..

    We get it... you can’t think of anything to say...
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