Ideas to keep people motivated in MCOC
There's always that period of time where a lot of people decide to hang it up and "retire" in Mcoc which most of the time comes from lack of motivation to keep playing. I as well as many others love this game but I can see why people might feel that way and I'd like to put down some ideas to make the game more enjoyable. I invite everyone to do the same and would hope moderators take note of some of the suggestions.
AQ
Currently there is not a single person in this game that enjoys AQ and is only doing it because it is the only place to get those AQ specific rewards. Coming from a top 20 I must say those rewards are good but you can hear the collective groan when AQ starts back up.
1) Bring AQ down to only requiring 9 people (or even less) and have the extra people as a backup that can go to any bg. Reducing energy timers was great but people have to literally quit their alliance when they go on a vacation. Having to log in for AQ is probably one of the worst feelings in this game lol.
2) Take away energy requirements entirely so that if people want to finish same day or in a few hours they can.....please?
3) Make AQ 4 times a month but only 4 days for each cycle so that it is 4 days on and 3 days off. Monday-Thursday you have AQ and Friday-Sunday you don't.
4) I know this will never happen but figure I might as well say it for the 100th time. Why do we have to pay anything to join AQ? It's the only game mode in MCOC or any other mobile game I can think of where you have to pay something just to ENTER.
AW
War has always had a stress factor for those at the top where those people stop playing because they reach a tipping point of "this stress isn't worth x rewards." Something is seriously wrong with war and I'm not sure anybody has all of the answers but I'm hoping the community can think of some things I can't.
1) Simply increasing the rewards across the board is a start but is only a bandaid.
2) For the love of God can war crystals be updated before the end of time? They've been exactly the same since they were created and are seriously outdated. Something along the lines of what was done with the solo crystals would be great, low chance of getting a 3 minute boost would be an incredible addition.
3) I think globals have never worked as intended since their inception and should be scrapped, make new harder nodes and call it a day. No matter what the globals are there are too many champs and abilities in this game that over time will continue to over complicate what globals are meant to do and you'll always have one winning out. Not sure how many iterations need to be made before it becomes obvious that mostly everyone will choose whatever is the most difficult even if it is only slightly more difficult. I don't need to be a fortune teller to tell you protect is going to be used just as much as stubborn was simply because it is the most difficult of the 3 choices.
Basic stuff
1) RNG is a part of this game just like any others but I've seen some people with terrible luck that never seems to go away and then they just quit and you lose that person forever. Obviously everyone can't have the same champs or luck but a pity timer for long periods of subpar pulls should be considered.
2) There is a serious power creep problem in this game. The same 10 champs can handle just about everything because they were designed as such and the other 120 are OK, below average or handle some very niche situation. Having so many new champs, 2 or even sometimes 3 a month but not addressing the larger issue is only making the problem worse. I would suggest focus on fixing the problem best you can before throwing new champs that only add to the problem. Maybe 1 champ a month until things are a bit more balanced.
3) The basic pool is so massive and there is legitimate power creep in MCOC so very few champs are looked at as a win when they are pulled. There are a lot of champs being buffed and reworked but there are people in the game who can barely scrape enough shards to open a single 6* a month, to then get a groot is pretty frustrating. Add more 6* shards to more content and add ways to build a 6* nexus.
4) I remember a time when $50 was the top tier cost of something in the store and $30 deals were a lot more common and valuable. I believe the old early access bundles before 6* were all $30, came with shards 5 crystals and if I remember correctly 3 of EACH MAX BOOST. I can't pretend to know the math of what costs need to be for this game but adding another star to champs can't possibly have tripled the cost of good deals in the store. Having anything decent at $100 has got to be alienating some people. Back in the day I used to buy almost every $30 offer as well as Cyber and 4th of July, they came with tons of shards and you would get more than just three 30% boosts...now I only jump in during Cyber and 4th of July.
I know that was a lot but there are a lot of issues with the game currently that have been around for a while now. I'd love to see a state where people are as excited for this game as they used to be when they first picked it up.
Make it happen!