Why is AQ 5 days long?
KillSwitch
Member Posts: 283 ★★★
Why does AQ have to be such a time investment? I’ve been playing the game since literally Day 1, and AQ since it’s inception, but I still don’t understand why people in alliances are asked to invest so much to this mode (which is mind-numbingly boring as well, aside from swapped out characters). I also play Transformers: Forged to Fight (also a Kabam game) and their version alliance quest only involved a 3-day campaign, which is MUCH more player-friendly. So my question at this point is why 5 whole days instead of 3? I realize that it will probably never change, but it would be great to hear why 5 days was chosen over something similar within other Kabam games.
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Comments
Yeah, it’s more about being forced to constantly carve out time for 5 straight days.
I couldn't imagine being in an alliance where AQ is taken seriously.
AQ = only part of the game that actually works lmao
Players who become UC today pay the same price for T5B as players who have been Thronebreaker since 2020.
You can buy two full t5cc for $50 with loads of shards and catalysts, but you currently need 60,000 glory across 10.5 months to get that t5cc from the glory store, and it’s random frags instead of full catalysts.
Kabam had a history of always updating the store, with the exception of the update that removed link nodes (so the choice not to update makes sense, because they made the content easier)
You also get the same 3400 glory at 300,000,000 as 599,999,999. Use these existing milestones to continue climbing instead of having a big jump to 4000.
I'm pretty sure most players don't find AQ boring (in the sense of it being trivial to complete) and most players don't want it to contain vastly more risk (there's no such thing as challenge without risk). They want a predictable and regularly achievable way to earn progressional rewards. And those players probably represent the core constituency of the game.
Also, it is worth reminding people that the option "harder but with more rewards" is not a real option in game design. While there is *some* connection between difficulty and rewards, it almost always operates in reverse order: rewards first, difficulty second. AQ is allocated a certain amount of rewards. Then the difficulty is tuned to be appropriate to those rewards. You can increase the difficulty if you want those rewards to be harder to get, and you can reduce difficulty if you want those rewards to be easier to get. But you can't just increase the difficulty and ask for more rewards. That decision is not (exclusively) up to the developer who designs the difficulty.