We are aware of the issues surrounding collecting items from an in-game message(s). The team is working to resolve the issue and is hoping to have it sorted by the end of the week. More information and future communications will happen here.
We will be closing/merging any newly created threads related to this issue.
We will be closing/merging any newly created threads related to this issue.
I understand the part about sharing concerns. That's fair. I just don't think that solidifying reactions to something that isn't set in motion is necessarily reasonable. It's still being worked on. I think that's one of the downsides to information going out too easily. If it was me, I'd have an NDA for the Beta.
In terms of burnout, and this isn’t to say that the points made here aren't valid, that's bound to happen when people get to a certain point. Especially when you're talking about playing for 4-5 years or more. That happens. It isn't a sign the game is dying, as is being implied here. That's dramatic. Over time, you're going to have interests that wane, you're going to hit a wall, you're going to run out of steam. Some change focus. Some take a break. Some quit. Just the nature of the beast. Things go on.
Usually I'm saying more the opposite, and gathering a bunch of disagree and lol flags while doing it.
On a more subtle level, game content and game difficulty is balanced around measured averages. Even if AW and leaderboard AQ didn't exist, if you handed out a bunch of strong champions to half the players the other half would be impacted indirectly because those other players, now stronger, would bring up the curve on performance. Everyone else would be penalized without realizing it. That's why even when you have a situation like the current one, making things cheaper in the stores isn't a "pro-player move" like some would describe it. It amplifies what the spenders get and in effect makes things more difficult for the non-spenders as a result. Or just the people who spend less.
it is easy to say Kabam should help "the players" by either giving things away or making cash offers cheaper in these times. But there are unintended consequences of doing that which are being generally overlooked. You aren't helping "players" when you make cash offers cheaper. You are helping some players and hurting others. And you're helping big spenders gain an advantage over smaller spenders. It is perfectly legitimate for those people to get advantages for their spending. But how do you justify them having a larger advantage over other players now of all times? You're just as easily sending the message that Kabam is going to help spenders even more than before, and if you were either a free to play player or a light spender, you now need to spend more to keep up.
That doesn't happen in Candy Crush.
On the other hand, you could just give a bunch of stuff away completely for free. That helps everyone, right? Yes. But it also devalues playing time and spending. If everyone is getting more stuff for free, that means the players who play more are getting a lower advantage for that extra play time (or harder play) than they were before. And people spending are now getting a lower advantage for spending than they were getting before. How do you justify that?
Unlike in Candy Crush, there's a relationship between free stuff, gameplay stuff, and purchased stuff. The ratio of gameplay stuff to purchased stuff determines how much you value players just playing the game and how much you value the spenders keeping the game alive. The free stuff either dilutes that relationship or magnifies it. And no matter how you change those ratios, you are helping some players and hurting others. There's never such a thing as a universal reward that helps all players, because the way the game works we're all judged against each other, whether we want to or not. The difficulty in the Uncollected monthly quest? That's not set by some formula or some developer just guessing. *We* set that difficulty, by virtue of how many of us succeed and how many of us fail it. That tells the devs how hard it is. If the game handed out more stuff and we all got stronger, UC would get harder to compensate.
A lot of people talk about how games like this are "treadmills" and they usually use that term in a derogatory way. And yet I don't think *any* of them really understand what that means. Because all of them think that you can increase rewards to escape the treadmill. None of them seem to understand the treadmill is *powered* by rewards.
As I said, this has nothing to do with whether Kabam should offer in-game something something during the current quarantine conditions. That's a complex question. All I'm saying is that the way rewards work in a games like MCOC is different than how they work in other games that are unlike MCOC, and in a game like MCOC there's no such thing as a free lunch. Everything you do, everything you give away, everything you sell, helps some and hurts others. There's no universal benefit. So this is never a simple question of Kabam helping or not helping players.
Also, all of this is completely separate from the more general issues being brought up in this thread. The feedback in the beta was snowballing in this direction before this thread started, and I think the devs need to think about this thread completely separately from the Beta thread which is a much more specific targeted response to the beta tester complaints and comments.
1. The story modes are definitely moving faster upward in difficulty than our rosters are allowed to progress. This is by design and can be ok as while This is frustrating but if the content is meant to be eased into other than whales then it can work. Rosters need to be allowed to grow at a reasonable pace to clear this content though(it is not years though, that is not reasonable) but that leads into the second point.
2. Kabam has waited way to long to introduce a new monthly difficulty level, new difficulty in event rewards, and is not progressing the earnable in game reward fast enough to reliably progress toward a point you can clear the content. So what we are left with is either story content that is overtuned from what we want to be fighting(for years) and EQ that is laughable in difficulty and doesn’t have rewards that help faster enough with the over tuned content. This generates a feeling of 0 growth month on month toward actually progressing.
As a result Act 6 is content that for many a year later even 6.1 exploration is out of reach. Some of us decide we will take it on the chin and push through the horror that is 6.2 and act 6 exploration but many just wont(why do it if it’s not fun). I have current and former ally mates that can’t be bothered to even grind it because IT IS NOT FUN. They don’t see the point and don’t see any near future that they do clear the content because the effort doesn’t match the reward with there current rosters and won’t for well over another year at least(by then rewards will be outdated too).
My honest assessment. The game is being hard throttled toward spending. It’s why we still don’t have a new difficulty with more rewards multiple years after uncollected difficulty was released. It’s why events aren’t being updated, 5* sig stones aren’t being released widely yet, best way to acquire niche counters is buying cav crystals, and then In general the daily quest rewards are just being left in 2016 for the most part.
To be honest, that sort of happened with Act 5 as well, with the difficulty jumping upward steeper than I would expect from 5.1 to 5.4. It just didn't seem that way to many of the players doing the content because players built up their rosters fast enough back then to keep up. But that was due to an anomaly where 5* champs were being accelerated into player hands much faster than it should have been. Which is the reason why 6* champs exist now: 5* champs diluted themselves into ubiquity.
Kabam is not making the same mistake with 6* champs, but they continued developing Act 6 as if they were. And that's why the difficulty curve is so steep. It is tuned to the top tier player rosters, not typical player rosters.
But the devs are in fact revisiting Book 2 (Act 7). There's an announcement in the beta forums to that effect, where Kabam is announcing that they aren't just going to be tweaking things here and there based on feedback, but is going to completely reexamine everything about Book 2. Attack, node combinations, specific defender placement, the whole enchilada. So there's hope that the difficulty curve will reset to a more "normal" level.
Could it be Kabam themselves are trying to flash mcoc down the toilet?
Act V gave you the rewards for a r5 5*. But was fairly easy to clear with R5 4*(yes I did this with minimal revives). With skill in Act V you could overcome. I
Act 6 gives you rewards for r3 6* by the end. So on the logic it should be tuned to at most r3 6* and clearable minimal revives by a skilled player by r4 5* to have a similar difficulty as Act 5. This is not true.
The difficulty does not scale the same and if it was meant for r4 or r5 6* then the rewards don’t match because someone in the world where they have an r4 6* they are using to clear Act 6 will not care about the rewards anymore as they will be pretty low on the totem pole by that time.
I get where Seatin is coming from. The game has some problems that will drive people away. People talking about act 6 and 7....smh. I was selected for act 7 beta along with lots of other people but I never opened it. Figured it was more of the same and I wasn't going to be motivated anytime soon for it. Doing act 6 feels more like an obligation more than something fun to do. So I get where lots of people are coming from. I'm also happy for the people enjoying the game as it is but there's always room for improvement, that to me seems to point of the thread is improvement.
I've been playing for several years, somewhere in the early updates like 5 plus or minus. So I've seen some odd things. Now some people will call bullsnot on my next statement. I don't think crystal RNG is true RNG. I'm pretty sure it's weighted towards certain champs depending on whatever Kabam feels like is best for profit. You're more likely to get useless champs than champs that will actually help. Out of 50 six stars my only dupes are trash champs I'll never use. No one in their right mind can argue that they aren't weighted. I realize the point of the game is to keep you coming back and chase more crystals but if out of 50 six stars you only use one or two then something is wrong. What's the point of chasing the next crystal when you already know it's going to be trash. I still really like the game but yes it has some problems that need to be addressed if Kabam still wants us to show up. Last thing. War is a mess, way to much effort for the rewards. I think the rewards are probably about right, maybe a little low, but for the most part fine. If the rewards are "fine" then the difficulty/effort is out of balance. The difficulty levels don't really change until tier 5 then they ramp up pretty quickly. Pretty much the same difficulty levels from tier 11 to 5. Lots of ways to spread out the war maps. Anyway just my 2cents. Good luck everyone. Happy hunting
1 Stop screwing people by manipulating RNG to keep a few good champs out of peoples reach.
2. Improve champs so there’s a larger pool of good champs and people aren’t as disappointed with rewards and RNG
3. Give us more V4 like content where we can use that deep pool of 3& 4 stars we liked to play but can’t use on most other content (no not the monthly 2-star run where I have to fight the same 4 fights 30+ times-boring)
4. Stop making content that’s only bearable if you have 4 specific champs. If more champs were useful we wouldn’t dread popping Mordo’s and Beasts and would be happier with rewards.
5. All crystals should be nexus crystals, at least if I get ****, I can pick my favorite ****. (0ne mans trash, another mans treasure)
6. Give sig stones for duplicate champs with sig higher than 20, instead of taking them to sig 40. Hey I can’t use an iron patriot sig 40, but if I got 20 tech sig stones, I’d be slightly less disappointed. Or give a chance to sell duplicated 5 or 6* champs instead of increasing signature. i.e. if I pull a dup Miles Morales 6*, Give the option to take 20 Sig stones and 2500 6* shards to or 20 sig stones and some T5 or T2A shards, do something to try to dull the pain of bad champs from crystals
MCOC while being the most technically proficient skill based game you can play with excellent design, development and a dev team that is just off the charts talented have missed one crucial point. Players want progress and they dont want that progress to take months.
Something needs changed immediately to speed up progress. Get rid of the gold bottleneck, make Crystal's that limit the champs in them to 15 or fewer and make awaking gems and stones more available.
You may think if you do this, the game could die, I'm here to tell you in my opinion if you don't do this the game is going to die.
Too slow, too much of a slog and progression is at a turtle's pace and it's boring af. There are too many games right now that offer so much more for less the time investment and are fun.
Make a change Kabam, I promise you, if you don't, you pull up right behind Blockbuster video. Great concept, very bad at adaption.
i just want to see how it all ends. not playing it, per se, but this hullabaloo is fascinating...