More loyalty should be added to season rewards
Dark_Claw1
Member Posts: 139 ★
Doing the math on Loyalty rewards versus costs of war season, the replenishment rate compared to when they were available in Glory do not match. Not even close.
1 lvl 4 potion a day 20k X 30 days = 600k
1 invulnerability boost 10k X 10 times a season = 100k
1 power boost same as above = 100k
Rewards are tiered but for tier 7 it’s 27,300 for a win and 16,800 for a loss. Go 50/50 and it’s 22,050 average
22,050 X 12 wars a season = 264,400
Spend 800k+ get 264,400 and that’s a loss of 535,600 loyalty a season.
This is not sustainable like it was with glory. If you added say 500k in the overall season rewards that would even it out and make it more sustainable.
Agree? Ideas?
1 lvl 4 potion a day 20k X 30 days = 600k
1 invulnerability boost 10k X 10 times a season = 100k
1 power boost same as above = 100k
Rewards are tiered but for tier 7 it’s 27,300 for a win and 16,800 for a loss. Go 50/50 and it’s 22,050 average
22,050 X 12 wars a season = 264,400
Spend 800k+ get 264,400 and that’s a loss of 535,600 loyalty a season.
This is not sustainable like it was with glory. If you added say 500k in the overall season rewards that would even it out and make it more sustainable.
Agree? Ideas?
Post edited by Kabam Porthos on
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Comments
1 lvl 4 potion a day 20k X 30 days = 600k (optional)
1 invulnerability boost 10k X 10 times a season = 100k (optional)
1 power boost same as above = 100k (optional)
Rewards are tiered but for tier 7 it’s 27,300 for a win and 16,800 for a loss. Go 50/50 and it’s 22,050 average (guaranteed)
22,050 X 12 wars a season = 264,400 (guaranteed)
Spend, optionally, 800k+ get 264,400 guaranteed and that’s a potential loss of 535,600 loyalty or 265,400 gain a season.
Tbh, if you’re spending this much in tier 7, you might wanna relook into your tier.
It was about the replenishment costs of war items. When potions were in Glory you could replenish and have a stock of potions fairly easily. Meaning the rewards offset the cost of purchasing all those items. Since they moved the cost to loyalty store, the rewards no longer offset the cost as it did before. If people never used loyalty before the change than yes, they have an abundance of loyalty but for those who used their Loyalty before this change than it’s a challenge to stock up and keep a stash with the current cost/reward imbalance.
They could add more loyalty reward to the end of season reward bundle or they could reduce the cost of Potions by 50% maybe more.
loyalty supply is definitely low. It is a broken system currently afloat by the 1 mill loyalty kabam gave us as "compensation"
Your concerns are legit and given how often the game bugs out, crashes mid-fight, lags, etc the cost of potions per season is a lot more than what it should be. Bugs and crashes affect everyone equally, regardless of their tier in war. I do tier4 wars have had to spend multiple potions just because my game tends to crash mid-fight. There most certainly needs to more be loyalty, at least until these issues persist (which they will for a while to come).
@Dark_Claw1 Ignore xNig
I haven’t had to spend on boosts yet because I still have a huge backlog of those crystals, but once those get used up I’ll start to feel that burn too and I’m not looking forward to it
The help system is a farce too, 1k/day isn’t really touching the sides when I’m getting 75k/win.
AW season rewards should have a balloon payment of loyalty to reflect the effort and loyalty shown for sticking with your alliance for a month. They should also have gold but that’s a separate issue entirely.
No one forced any of you to spend so much loyalty boosting and potting up.
If you want to be in a tier that necessitates spending that much, then it’s your choice. Don’t put the blame on Kabam. Seems to have a lot of that going on in the world right now.
I’m in tier 2/3 wars and happy being there. Not spending an arm and leg for pots or boosts. In fact, I just bought 2x Unstoppable Colossus just because I had 10m loyalty sitting around doing nothing. 🤷🏻♂️
You sure it isn’t your device? Lol
End of the day, sustainability is what matters. If your input > output, you’re spending too much. Instead of pointing fingers at Kabam for having too little loyalty when they have just increased it, look at yourself and ask if you’re spending too much for war.
No amount of loyalty is going to help you if you end every fight with below 20% and have to pot to full for the next.
Loyalty store refreshes every day, so let's assume that the player is being smart and buying no more than 1 potion of any given level per day. Let's also assume they are purchasing the highest available tier of potion. So that's a cost of 20,000 loyalty for an individual potion, and 75,000 for a team. On average, we get three wars a week. For the most competitive players, at Tier 1, their weekly loyalty income will be somewhere between 81,000 and 162,000, depending on their record. At minimum, that player can purchase 4 individual potions per week, or 1 team potion, and at maximum they could purchase 7 individuals or 2 team potions. They cannot purchase 8 individual potions because the store does not refresh that many times in a given week, and the price increase from purchasing two before reset would prevent them from purchasing that second potion. I am not including any other loyalty costs in my calculations here, such as boosts or AQ tickets (especially since there are alternate methods of acquiring AQ tickets).
So at best that's a budget on average of 2-3 individual potions per war, if you win every war. Enough to heal up one low health, unboosted, champion one time, maybe. And that's with the maximum loyalty income possible (not including that treasure trove of loyalty you get from pressing help). Dropping out of Tier 1 to Tier 2 drops your loyalty income on a win by over 10,000. Drop into Challenger and that's another over 10,000. And if you aren't using items, you aren't in these tiers to get even this much loyalty.
It's just not sustainable. Whether you want to blame disconnections, dropped inputs, or just your own imperfect play, everybody is going to take hits at times and need to use items, and the fact that a whole war victory of loyalty might buy just one, maybe two potions that only heal for 9,500 is insane.
xNig - It must be exhausting to be on the outside of things. Looking in, eagerly wanting to participate and not understanding why you’re not taken seriously. If you take the time to understand what the conversation is about maybe you will have a little more success with communicating with people.
For example: if someone is complaining about gas prices, don’t respond with, you chose to buy a car, you could walk or ride a bike, if you need to go somewhere that’s to far to walk than that’s on you. I have so much gas I don’t know what to do with it though….think I’m just gonna burn a bunch of it since I have so much of it….
See how not helpful that is? Might as well not even be a part of the conversation right?
Anyway, enjoy the game everyone! Cheers!
Let me give you another example since you kindly gave one with regards to oil prices.
You earn an income and your boss recently gave you a raise, but inflation set in big time (like how it is currently), do you
A - manage and try to reduce your expenditure (like cooking at home instead of eating out) and see whether you need to lower your standard of living,
or
B - complain to your boss and tell him that things are so expensive now, then ask for a bigger raise?
It seems to me that a lot of people are choosing B.
Gives another example of you being on the outside of a conversation looking in. Exhausting way to communicate and to go through life bud.
@xNig as far as your comparison goes, I don’t believe it’s an accurate assessment of the situation. Your analogy considers the reason you have more resources and the reason for the increased cost of things as two separate entities. But they’re not. In this case, it is the game devs, specifically the ones who focus on in game economy, who are deciding both payout rates and the cost of items.
There is no external force that the devs don’t have control over in this instance. Unlike units, gold, and battlechips, loyalty is a completely finite resource with limited means of acquisition in game. It is in no way farmable. You can’t sit down and grind out loyalty. And so it is the most sensitive part of the economy and bears discussion and careful consideration.
Complaining about having “not enough” is exhausting. Learning to play and live within what is given is called “adapting” and isn’t.
You put a caveat in your statement by saying "if that is beyond your control." I would argue it is not beyond our control, as we have the potential to influence the decision makers via forum posts such as this one. In a situation such as this one where everything is still very much in flux, the conversation matters and should not be discouraged.
What I’m saying is, people are spending way too much loyalty to be in a certain war tier. And they spend that much because
a. they pot up to close to max health each fight
b. they boost up each fight
both of which uses items that expend loyalty to minimize their chances of death. If they were to not do so, their deaths will likely increase, resulting in more AW losses, causing their AW tier to drop, and finally (probably) reducing their AW Season rank.
So if you look at it from another perspective, players are trading loyalty for AW rewards.
Hence, if people are asking for more loyalty to supplement the loyalty that they are trading for AW rewards, they are indirectly asking Kabam to fund their expenditure to make the trade more worthwhile (for them).
The alternative is to accept that, with the loyalty earned, one can only afford to spend 1-2 pots max per war, or at most, 24 pots for an entire season. With that in mind, players will know when they’re overspending and appropriately lower their war tiers (hence difficulty of AW) to match both sides of the equation.
The main issue with this is, most people’s egos can’t take the blow to accept the fact that their current AW tier and rank has been artificially inflated by items and boosts. 😂
He followed it up with a personal attack because of what I said that the pots and boosts expenditure was optional, and that didn’t sit well with him as it’s an opinion that didn’t agree with his own. 🤷🏻♂️
Anyway, thinking more about the loyalty rewards. It should be designed in a way that if you are being thoughtful and strategic on how you are using it than it should be sustainable to keep a stash of lvl 4 potions readily available.
Compare it to the glory store. If you max buy all the T5B, T5C and T2A with the occasional other items than eventually you will run out of glory but if you buy strategically like maybe both T5C, 2 T5B and 2 T2A a week than you will always have glory and have the ability to buy things as needed.
1 lvl 4 potion a day shouldn’t make you loyalty poor. You should be able to easily do that and have plenty for other stuff as needed. Does this make sense?
One possible solution/amendment is to first, adjust potions to pot % health instead of absolute health. This way, players won’t have to keep bugging Kabam to increase the amount that a pot heals as the ranks and health of champs increase in future.
Following that, I believe a fair way to awarding loyalty is to provide a base amount + reward. The current base amount is 1k a day, which honestly, isn’t anything at all. If we were to follow the “buy one pot a day” guideline, the amount should be bumped up to 20k, ie 2k per help or whatever as long as it doesn’t cause us to need to keep pressing that help button.
The reward amount can vary with tier, on a per war basis. What I’d suggest is to look at the item usage of individual tiers, average it out to a per person level, then award 1x that amount for a win and 0.5x that amount for a loss.
There should be a somewhat easy way to earn the bare minimum of loyalty purchases each week. If that bare minimum is 300k a week than they should probably have a simple way to earn 400k a week.
I don’t know what the exact bare minimum should be but I think that’s probably pretty close
Anyway, I’d disagree with that overcompensating amount though.
You have to understand that, as mentioned above, players are effectively trading loyalty for rewards with the use of items to artificially boost their war ratings into higher tiers/ranked rewards, which tbh, isn’t healthy, as it becomes more and more obligatory for them to do so, which in turn will start to cause the situation to spiral out of control once again.
Like I mentioned above as well, even if pots are adjusted to % based at 40% per pop, in an extreme situation, having to end all fights at 20% requires 2 pots (~40k loyalty), for an average of 5 fights a war equates to 200k loyalty every 2 days, or 100k daily/700k weekly, which honestly, isn’t a reasonable amount to give out.
They make gold sustainable and easy to manage
They make ISO sustainable and easy to manage
They make glory sustainable easy to manage
They make cats sustainable and easy to manage
They should make Loyalty sustainable and easy to manage as well