Why can’t del champions? Opinion
Febo
Member Posts: 3 ★
As of May third we can’t sell any champion, and I get it, I’m one of those who always encourage new players to keep all their champions, there are really few and rare scenarios where you can sell a champion in your favor.
But why can’t I sell any? There are some champions whom I’ve been avoiding and if I got them as a 3* or 4* I’ll sell them, it haven’t been easy but that’s what I want for my account, in the end after all my time and money invested here, shouldn’t be I who decides if I want to keep a champion?
And I get it, we shouldn’t share our password but there are some cases where someone could take your device and sell your champions, but can’t we have something to prevent that more friendly to the user? I guess that I’m the case of sell you should re enter your password, is that too hard? Well how about this.
You can’t sell more than one 6* a month
You can’t sell more than one 5* a week
You can’t sell more than one 4* a day
You can’t sell more than one 3*> every 8 hours
As for me that’ll be more friendly for us and we’ll have more control over our account.
I mean even if it’s so bad Kabam could profit from this by selling tokens to sell champions.
But why can’t I sell any? There are some champions whom I’ve been avoiding and if I got them as a 3* or 4* I’ll sell them, it haven’t been easy but that’s what I want for my account, in the end after all my time and money invested here, shouldn’t be I who decides if I want to keep a champion?
And I get it, we shouldn’t share our password but there are some cases where someone could take your device and sell your champions, but can’t we have something to prevent that more friendly to the user? I guess that I’m the case of sell you should re enter your password, is that too hard? Well how about this.
You can’t sell more than one 6* a month
You can’t sell more than one 5* a week
You can’t sell more than one 4* a day
You can’t sell more than one 3*> every 8 hours
As for me that’ll be more friendly for us and we’ll have more control over our account.
I mean even if it’s so bad Kabam could profit from this by selling tokens to sell champions.
3
Comments
1. Uninformed choices. Players should be allowed to make their own choices, so long as they are reasonably informed. Games should not present choices where the player has no reasonable way to obtain the information necessary to judge the choices being presented, except in situations where the game *deliberately* wants to randomize the experience. Sometimes you just want to see if the players will push the button, or not push the button, and be surprised either way. But if you're presenting a genuine gameplay choice with ramifications, those choices should be informed choices. Players should have some idea, or have a way to have some idea, how to choose.
2. Game damaging choices. Players should not be presented with choices that will harm the overall game, separate from their own specific experience. This is a deliberately vague catch all, but it also has actually happened in the past. For example, we used to be able to sell certain high tier catalysts, like T4CC. The game removed that option specifically because they received too many support tickets from players begging to have that sale reversed because it was "a mistake." If you accidentally sell a T2C, customer support could just tell you to suck it up, but at the time T4CC was so high of a value it was difficult to tell players to just deal, so support had to spend inordinate amounts of time judging and then addressing these kinds of complaints. So eventually that choice was removed, and it only made a return when T4CC class trades were added to the game. Some choices just cause more problems than they offer benefits, and this was one of them. When that happens, it is better for the game as a whole if those choices are removed rather than have to deal with the fallout of those choices.
Selling champs falls into *BOTH* exceptions, because of the way content is now designed and how champions are balanced. In the past, the idea of content having *low* rarity restrictions was non-existent or rare. A 5* version of a champ would ultimately be as good or better than a 4* or 3* or 2*. Lower rarities could become redundant. However, increasingly that's not true. So called "challenge" content now increasingly requires lower rarity champs. Another situation that is much different now than in the past is the champion buff schedule. In the past, a dud was a dud: it was unlikely that a dud would become useful down the road. Now, yesterday's dud is tomorrows god tier champ. How strong a champion is can change radically over time.
As a result, the situation today makes selling champions a dangerous choice, because for many players (especially newer ones) it can be an uninformed choice: they may not realize what the actual value of the champ they are selling is, because their game experience to date hasn't prepared them for the idea that one day the 3* they sell today might be *mandatory* for some future content. And allowing players to make this choice anyway then incurs the cost of those players complaining about the harm of those choices. It even incurs the cost of those players complaining that the game "shouldn't be that way." In other words, I should be allowed to sell champs I think I don't need anymore because the game should never do anything that requires them any more. *I* decide they are useless, and the game must make sure I'm right. This is ridiculous, but good luck convincing anyone who believes this they are being silly.
So selling champs might have been a valid, if not really very beneficial choice to offer players. But in today's game, this choice has too many downsides, it is too costly a choice to offer players who might be able to use it properly, compared to the downside the game will experience overall, in terms of harm to players who don't know any better, and in terms of having to listen to all the complaints from people who think the game should honor their whims.
Now it's more stable for everyone as everyone would have to make the same effort to get the ISO bricks and not use the essy way of selling champs.
I'm not saying Kabam knows better for everyone's account, but it's widely accepted that selling champions is like only eating candy. And then when someday Kabam releases content like Variant 4, all those people who were selling champs - eating candy - are going to be upset. And even if they aren't Kabam wants people to be able to play content, play their game.
So does removing the ability to sell champions take away a level of control over your account? Sure. Is it unfair and hurting the player base? Absolutely not, it is doing the opposite which I think Kabam has the right to do.
And that's the whole reason people don't like sellers. They say oh I really needed a bit of shards, it can't hurt. when in reality, it does. It's very short term thinking. I will occasionally be at 9878 shards for some crystal and maybe it would be nice to sell a champion (I still wouldn't) but those shards are still going to be there next month without having to compromise the effectiveness of crystals and champions in your roster.
You see that's where you messed up. We don't own anything on the accounts we play. Absolutely nothing. We merely rent the account from Kabam. It's their accounts and they have ultimate say over what happens to them.
Think of it like renting a home. You don't own the home. You can decorate it, you can fill it with furniture, but if the landlord wants to make alterations to the insulation, the central heating, the electrics or any other part of how the building functions, they tell you that it's happening and you have no choice but to let it happen.