Kabam, we would like you to write down what you are thinking. 4k+ posts, not a peep regarding the feedback. What is feasible? what isnt? what are you thinking? The roadmap does basically nothing. Please communicate with the playerbase.
Kabam, we would like you to write down what you are thinking. 4k+ posts, not a peep regarding the feedback. What is feasible? what isnt? what are you thinking? The roadmap does basically nothing. Please communicate with the playerbase.
I think this is a fair thing to ask. Some form of, "We read you. You seem to be saying X, and Y, and Z. We'll be passing that along to the development team." would be reasonable acknowledgement that this isn't just the "garbage thread of complaints that we don't want cluttering up the forum".
Obviously if they do mainenance in the middle of aq, they would have to give shorter timers. The aq is miserable
You're 100% right. In all honesty if they want to make the game fun and enjoyable again they should do 30 min timers or eliminate the timers all together. Kabam has obviously made a great game that we all enjoy playing but the balance has completely shifted. They should make it where if you spend the time you reap the rewards or you can buy your way up. But now it seems like you can only buy your way up. Case in point sig stones, super hard to get 5* sigs as it is even harder to get 6* sigs unless you buy them. Personally I think there's a bunch of things they could do to make the game better. Some things on my list: -arena has grown stale. It's a constant grind and getting premium shards or crystals from rewards is lame. It would be a lot better if they made a weekly arena for pots, sig stones, health or even energy. Let a player decide what he wants to grind for that will help them through the game. -end game content requires certain champs. Make it so that end game players can go for said champs. Maybe sell a feature nexus crystal for 900 units or something. -if you're going to make harder content then also make the rewards better. Aq map 6 currently sucks. Never used items before and now I have to sometimes. Instead of retooling the current maps just make more maps for people who want the higher difficulty with the better rewards. Aq is a punishment already as it is to have to check in all day. -maybe make it so we can sell our shards for better shards. I would gladly sell my premium hero shards for 5 shards. 50k for 1k or whatever the exchange would be.
I hear a lot of requests for shorter aq timers. I honestly think this would not solve the rush to complete the map. Instead of asking every hour, we will be asked every half hour to move. Better solution would be to make the energy limit for aq from 5 to 8 or even 10 if it is feasible. I can login every 7 or 8 hrs and then move in aq and be done with my path. I think the energy is more of an issue for map 6 or 7. Having not played those maps, I cannot comment on the energy and time requirement. I am playing map 5 and we are comfortably finishing 4 or 5 hrs before aq ends.
Even the map5 is problematic and a big headache, if you work and you cannot play for 4-5-6 hours, which is normal. In europe, the aq starts at 10-11 pm, so everyone has stay up for long and everyone has to wake up early to push the aq, because of the one hour timer. This is not fun, this is clearly an unnececary annoying stress. Most of the players are complaining because of this for so many years and still nothing happened. Just like with so many other issues here.
That's why i suggested a increase in limit. Not only me, but many have suggested this because, then you can have your sleep and also don't have to login for 7 or 8 hrs which I think is reasonable time. I agree that we are lucky most are in the same timezone, so we could manage. But even when I was in a different time zone, we could explore the map quite comfortably
Even the map5 is problematic and a big headache, if you work and you cannot play for 4-5-6 hours, which is normal. In europe, the aq starts at 10-11 pm, so everyone has stay up for long and everyone has to wake up early to push the aq, because of the one hour timer. This is not fun, this is clearly an unnececary annoying stress. Most of the players are complaining because of this for so many years and still nothing happened. Just like with so many other issues here.
That's why i suggested a increase in limit. Not only me, but many have suggested this because, then you can have your sleep and also don't have to login for 7 or 8 hrs which I think is reasonable time. I agree that we are lucky most are in the same timezone, so we could manage. But even when I was in a different time zone, we could explore the map quite comfortably
The struggle for energy is much worse above map 5. You wouldn’t have the option of logging in every 7-8 hours there and if you ran map 6 I think you’d appreciate that reduced energy timers were well overdue and necessary for quality of life.
Even the map5 is problematic and a big headache, if you work and you cannot play for 4-5-6 hours, which is normal. In europe, the aq starts at 10-11 pm, so everyone has stay up for long and everyone has to wake up early to push the aq, because of the one hour timer. This is not fun, this is clearly an unnececary annoying stress. Most of the players are complaining because of this for so many years and still nothing happened. Just like with so many other issues here.
That's why i suggested a increase in limit. Not only me, but many have suggested this because, then you can have your sleep and also don't have to login for 7 or 8 hrs which I think is reasonable time. I agree that we are lucky most are in the same timezone, so we could manage. But even when I was in a different time zone, we could explore the map quite comfortably
The struggle for energy is much worse above map 5. You wouldn’t have the option of logging in every 7-8 hours there and if you ran map 6 I think you’d appreciate that reduced energy timers were well overdue and necessary for quality of life.
Oh, don't mistake me, I would love for aq timers to decrease and quest energy to be more than 70. But, I don't think Kabam have that in mind for now
Even the map5 is problematic and a big headache, if you work and you cannot play for 4-5-6 hours, which is normal. In europe, the aq starts at 10-11 pm, so everyone has stay up for long and everyone has to wake up early to push the aq, because of the one hour timer. This is not fun, this is clearly an unnececary annoying stress. Most of the players are complaining because of this for so many years and still nothing happened. Just like with so many other issues here.
That's why i suggested a increase in limit. Not only me, but many have suggested this because, then you can have your sleep and also don't have to login for 7 or 8 hrs which I think is reasonable time. I agree that we are lucky most are in the same timezone, so we could manage. But even when I was in a different time zone, we could explore the map quite comfortably
The struggle for energy is much worse above map 5. You wouldn’t have the option of logging in every 7-8 hours there and if you ran map 6 I think you’d appreciate that reduced energy timers were well overdue and necessary for quality of life.
Oh, don't mistake me, I would love for aq timers to decrease and quest energy to be more than 70. But, I don't think Kabam have that in mind for now
To be honest I don’t think they’ll increase questing energy as people spend on energy refills, but AQ timers don’t benefit them as people can’t buy more energy. All barely adequate AQ timers do is mean peoples champions are locked into AQ longer and if they have a limited roster they can’t quest as much and people lose some quality of life.
They weren't going to. People complained until they did. Which means they changed their minds. I don't think looking a gift horse in the mouth by saying they should have automatically is really appropriate.
Almost as though making reasonable complaints does result in change, despite you always telling people to drop it as they’ve already said no. And lets be honest, it was a very reasonable request considering the massive drop in difficulty between bugged and fixed cpt marvel.
They weren't going to. People complained until they did. Which means they changed their minds. I don't think looking a gift horse in the mouth by saying they should have automatically is really appropriate.
I’m not going to laud Kabam for doing what they should’ve done in the first place. I give Kabam props when they do good and I call them out when they mess up, that’s the most appropriate way to give feedback. And it’s not looking a gift horse in the mouth, that implies that Kabam is doing is a favor by compensating us for their bugged content.
So basically what you're saying is there is nothing they can do that will warrant acknowledgement. Bit one-sided really. We want communication. We want to be heard. We want them to take our feedback into account. When they do, that's not good enough, should have done it in the first place. You're entitled to how you feel on things. That's not my issue. What grinds my gears is when people ask, beg, petition, and even demand to be heard, and when they hear them, it's disrespected. That isn't just disrespecting Kabam. It's disrespecting the process of what we're all here trying to do. We're not just here to get everything we want before we ask for it. We're here to communicate issues and be heard. They're holding up their end of that. We can't make demands for that and throw it back in their faces when they make an effort. I take issue with that because it ruins the process for everyone.
Note how I started my post by saying thanks. I do appreciate Kabam giving compensation, but I would appreciate it more if we didn’t have to fight so hard to get it. On a related note, are you familiar with the Strawman Fallacy? What you just wrote is a prime example of a strawman where instead of addressing my post, you said I said something else and then criticized what you said I said rather than what I actually said. See, what I said is that I give props to Kabam when they do good and don’t when they don’t. What that means is that when Kabam does something good like the Barons War, I thank them and give them positive feedback and when they do something bad like not giving compensation when it’s due, I criticize them and give negative feedback. No matter my opinion I always give as constructive as feedback as I can, though admittedly sometimes I can be hotheaded. My issue with the Abyss Sparkles compensation is that this isn’t this first time that we had to fight for compensation when it’s clearly warranted, which means that Kabam has not listened to our feedback on this same situation in the past. You say we want communication and for them to take our feedback into account and I agree, except I want them to keep our feedback in account and not forget it once the same situation arises a few months later.
You keep communication open by respecting each other. You can say it was warranted because that's how you feel, but until the recent Announcement, they didn't. Which means they etiher gave it to people in lieu of the reactions, or rethought it. In both cases, a simple thanks for hearing us would suffice. Not saying they should have done it in the first place and telling them they should have learned their lesson. That's not communication. That's parenting. It's certainly not respectful. You mention Baron. Well, those Rewards were the result of an abbreviated month. I'm sure many people like getting more Rewards. That's got very little to do with communication. That's just people being happy they're getting something. I would be concerned if they had to give us something everytime we want to be heard. I've said pages and pages ago, that pushing too hard creates an inverted U. That's what we run the risk of doing if we have unrealistic expectations, demands rather than suggestions, and a refusal to recognize efforts to make compromise. Some of these demands aren't even realistic. Get rid of RNG completely and create a new game? Change the entire infrastructure overnight? Believe me, I saw this happen with 12.0, and the end result was communication stopped because what was being asked for wasn't possible. Not only not possible, it wasn't even reasonable. Communication takes both sides. Not just a list of demands that must be met. When one side does its best to accommodate the other, that needs to be acknowledged and recognized.
I’ll concise it to three words: you are wrong.
That's a pretty skewed way to look at it. Basically what I am hearing is " be glad you got this, if you don't shut up, it's going to get worse for you or we will close the doors and stop talking". Kabam made a very bad choice earlier when they said, they were not going to compensate, not even keeping the door open. I think that is what irked most people. It was clearly a bug and it was acknowledged. I don't think players ask for compensation for every little bug fix that they announce in monthly updates. This impacted some summoners in a huge way in terms and Kabam should be happy people just did not delete the game. In case you forgot, we are consumers and they depend on the players. See, it works both ways.People are communicating, some are expecting too much and there will always be people like that.
Another thing I really think needs to be added (or in this case, taken away) from the game is removing the unit costs of respeccing masteries. We already spend a ton of units to unlock them, it's not fair or necessary to make us spend units to change them around.
I'd definitely be interested in seeing some sort of change to how masteries are handled.
From my perspective, switching between two or more mastery sets involves:
1. Unit costs associated with adding points to certain masteries. 2. Time costs associated with manually recovering and re-adding mastery points one by one.
Of course, I'm not privy to the original goal(s) behind this system, so I can't directly comment on whether it's been successful in fulfilling its intended purpose.
But from a player perspective, it can definitely be a bit of a pain to switch between multiple builds. I understand there's a potential change already in the works, and it'd be great to see this new system address one or both of the aforementioned associated costs.
From what I've seen, several suggestions have already been made on how this change might manifest, for example:
1. Allowing the player to apply add multiple points at once to a specified mastery, rather than forcing them to add one and a time (reducing time cost)
2. Designing a system of player-customisable mastery 'loadouts', so that players can quickly switch between different mastery builds without having to manually recover and add points from scratch (reducing time cost)
3. Changing the mastery cost system to something similar to the AQ Ticket system - in other words, allowing players to select between different resources (i.e., BCs, gold, units, etc) for adding mastery points to unlocked masteries (potential to reduce unit cost)
4. Entirely removing costs associated with adding mastery points, perhaps even at the expense of increasing the overall costs of mastery cores (reducing unit cost in the long run)
I hear a lot of requests for shorter aq timers. I honestly think this would not solve the rush to complete the map. Instead of asking every hour, we will be asked every half hour to move. Better solution would be to make the energy limit for aq from 5 to 8 or even 10 if it is feasible. I can login every 7 or 8 hrs and then move in aq and be done with my path. I think the energy is more of an issue for map 6 or 7. Having not played those maps, I cannot comment on the energy and time requirement. I am playing map 5 and we are comfortably finishing 4 or 5 hrs before aq ends.
This definitely wouldn't matter for map 7 as most fights are noded. There's not really a spot on the map where you can even use 5 energy without running into a noded fight.
Shortened timers are a big help for map 7. Having a higher max energy wouldn't do much in terms of finishing any earlier.
I don't mean this in a negative way, but @Kabam Miike is there any way someone from Kabam could write a post where they summarize the issues the community has raised in this thread? I'd be curious to see how your interpretation of this thread matches up with the community's.
When I read this thread I know what I personally think are the biggest issues being raised (champion balance, game/life balance, overturned and niche content). But going off of the short term roadmap that was posted, I'm not sure I know what Kabam thinks the major issues are.
In order to have a healthy dialogue on how to move the game forward, I think we first have to agree on what the issues are and how they should be prioritized.
Another thing I would like to see changed is removing the limit on purchasing Loyalty Crystals. They have some decent boosts in there and I like to go for them when the boost I want isn't in the Loyalty Store (which happens all the time).
Pro player quality of life changes that can be done right away with immediate impact. 1. Remove all mastery change costs. Once you buy the mastery you can change it unit free moving forward. 2. AQ 30 min timers- No brainer can be done right away 3. Remove AQ costs period. This would be pro player and resolve all of the issues at once. 4. More 5 star sig availability. I understand 6 star sig stones are rare but we have moved backwards in terms of 5 star sig availability. 5. Remove 2014-2016 champions from 6 star basics. Most are garbage and you can repackage them in a deal for people who want to collect every champion.
They weren't going to. People complained until they did. Which means they changed their minds. I don't think looking a gift horse in the mouth by saying they should have automatically is really appropriate.
Almost as though making reasonable complaints does result in change, despite you always telling people to drop it as they’ve already said no. And lets be honest, it was a very reasonable request considering the massive drop in difficulty between bugged and fixed cpt marvel.
I never told anyone to drop it. I said I wasn't discussing it because they said they weren't.
Comments
Kabam, we would like you to write down what you are thinking. 4k+ posts, not a peep regarding the feedback. What is feasible? what isnt? what are you thinking? The roadmap does basically nothing. Please communicate with the playerbase.
Kabam has obviously made a great game that we all enjoy playing but the balance has completely shifted. They should make it where if you spend the time you reap the rewards or you can buy your way up. But now it seems like you can only buy your way up. Case in point sig stones, super hard to get 5* sigs as it is even harder to get 6* sigs unless you buy them.
Personally I think there's a bunch of things they could do to make the game better. Some things on my list:
-arena has grown stale. It's a constant grind and getting premium shards or crystals from rewards is lame. It would be a lot better if they made a weekly arena for pots, sig stones, health or even energy. Let a player decide what he wants to grind for that will help them through the game.
-end game content requires certain champs. Make it so that end game players can go for said champs. Maybe sell a feature nexus crystal for 900 units or something.
-if you're going to make harder content then also make the rewards better. Aq map 6 currently sucks. Never used items before and now I have to sometimes. Instead of retooling the current maps just make more maps for people who want the higher difficulty with the better rewards. Aq is a punishment already as it is to have to check in all day.
-maybe make it so we can sell our shards for better shards. I would gladly sell my premium hero shards for 5 shards. 50k for 1k or whatever the exchange would be.
Just my 2 cents.
And lets be honest, it was a very reasonable request considering the massive drop in difficulty between bugged and fixed cpt marvel.
From my perspective, switching between two or more mastery sets involves:
1. Unit costs associated with adding points to certain masteries.
2. Time costs associated with manually recovering and re-adding mastery points one by one.
Of course, I'm not privy to the original goal(s) behind this system, so I can't directly comment on whether it's been successful in fulfilling its intended purpose.
But from a player perspective, it can definitely be a bit of a pain to switch between multiple builds. I understand there's a potential change already in the works, and it'd be great to see this new system address one or both of the aforementioned associated costs.
From what I've seen, several suggestions have already been made on how this change might manifest, for example:
1. Allowing the player to apply add multiple points at once to a specified mastery, rather than forcing them to add one and a time (reducing time cost)
2. Designing a system of player-customisable mastery 'loadouts', so that players can quickly switch between different mastery builds without having to manually recover and add points from scratch (reducing time cost)
3. Changing the mastery cost system to something similar to the AQ Ticket system - in other words, allowing players to select between different resources (i.e., BCs, gold, units, etc) for adding mastery points to unlocked masteries (potential to reduce unit cost)
4. Entirely removing costs associated with adding mastery points, perhaps even at the expense of increasing the overall costs of mastery cores (reducing unit cost in the long run)
Shortened timers are a big help for map 7. Having a higher max energy wouldn't do much in terms of finishing any earlier.
When I read this thread I know what I personally think are the biggest issues being raised (champion balance, game/life balance, overturned and niche content). But going off of the short term roadmap that was posted, I'm not sure I know what Kabam thinks the major issues are.
In order to have a healthy dialogue on how to move the game forward, I think we first have to agree on what the issues are and how they should be prioritized.
1. Remove all mastery change costs. Once you buy the mastery you can change it unit free moving forward.
2. AQ 30 min timers- No brainer can be done right away
3. Remove AQ costs period. This would be pro player and resolve all of the issues at once.
4. More 5 star sig availability. I understand 6 star sig stones are rare but we have moved backwards in terms of 5 star sig availability.
5. Remove 2014-2016 champions from 6 star basics. Most are garbage and you can repackage them in a deal for people who want to collect every champion.