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Reasoning behind 1 hour AQ energy
Josh056
Member Posts: 126 ★
Ok so I'm sure y'all get this all the time, but I don't understand the reasoning behind having to wait an hour for AQ energy. People have busy lives and sometimes are limited as to when they can dedicate a solid couple of hours playing. For example, I have several people in my alliance who just started back to school. So in the evening they can help out a lot, but are limited because of the down time between energies. Then they can hop on for a few minutes before school, but aren't able to help in the third section where we need them most. When occasionally AQ timers get set to 30 minutes, it's easier to coordinate with everyone in the alliance to complete maps. When they're at an hour, people have to live their lives and not just sit and wait for their energy to refill. Bottom line, when timers are at 30 minutes we complete all bgs in AQ. When timers are at an hour, we may complete 1 bg. Also, I see more bickering within my alliance when timers are at an hour and officers getting frustrated more often. So with all of that said, can someone please explain what the rationale behind 1 hr timers is. It seems like they're more beneficial to people who can dedicate chunks of their day to playing this game, while hindering people who have busy lives but still want to enjoy this game and progress. I know my measly little opinion may not matter, but my whole alliance feels this way. Please help make me understand so I can in turn make them understand.
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Aq is not a challenge. The time management of onenhour timers is the only semi-challenge there is. I banged my head against the wall for a long time with inactive people on my alliance. Got to get rid of people who can't keep up with aq consistently (everyone has real life stuff and when you are constantly checking a game for the same one or two people, it messes with everyone's real life).
Everyone in my alliance is an adult with kids/jobs. We get map 5 cleared early (my bg usually before 9 am central). It might sound harsh, but it's better for enjoyment of game and life. If you dont want to replace people, do map 2 or 3 which isn't as time pressured.
Exactly
IF kabam was just trying to keep a capitalist model of the game then they would offer 1 AQ energy for 30 units or something along those lines. That or how about adding an alliance wide AQ "boost" that reduces timer to 30 sec. for a single AQ.
The hour is a pain. I've seen plenty of top tier competent map5 and map6 alliances complain about it on the forum as well.
What really bugs me about the "aq was designed for 1 hour timers" statement, which loosely translates to "bleep off, this is how it is, so deal with it" are as follows:
Black widow was designed so when at sig 99, no electrostatic, evade, regen, etc from opponent
The item inventory was designed to have unlimited items
Lc/de/wp/coag were designed to not lose health when properly aligned
I had more examples, but they escape me at the moment. Moral of the story: initial designs get changed when they benefit the game.
when they benefit the game? yep never when they benefit the player
Just a theory, and not a conspiracy theory, a hypothetical scenario actually.