EMERGENCY MAINTENANCE CONCLUDED
The Team has identified a fix for the recent Catalyst Offer issue.
Summoners who purchased this offer have been temporarily locked out of the Contest to Clawback any Catalysts bought/used while active, and ensure previously owned resources remain intact.
They will be unlocked once this process is complete, and no further action will be taken on their Accounts - along with a compensation package to those affected for the inconvenience.
Doing this allows us to bring the Game back up for everyone else.
We've removed the affected offer so we can decide later whether or not to bring it back after it's been fixed.
Additionally, all summoners can expect a general compensation package due to this Emergency Maintenance interrupting their play session.
We apologize for the inconvenience.
The Team has identified a fix for the recent Catalyst Offer issue.
Summoners who purchased this offer have been temporarily locked out of the Contest to Clawback any Catalysts bought/used while active, and ensure previously owned resources remain intact.
They will be unlocked once this process is complete, and no further action will be taken on their Accounts - along with a compensation package to those affected for the inconvenience.
Doing this allows us to bring the Game back up for everyone else.
We've removed the affected offer so we can decide later whether or not to bring it back after it's been fixed.
Additionally, all summoners can expect a general compensation package due to this Emergency Maintenance interrupting their play session.
We apologize for the inconvenience.
Comments
Aside from that nothing will differ again from 7* and 6*?
Not to mention, not all 5* have an equivalent 6* yet.
How about content? There is no content yet that actually stretches our current 6* roster the way act 6 did. No real difficulty in story yet.
There are lots of champions that just sits in people's roster still with no relevance at all.
Like what I said on the main post on this, I would rather welcome the arrival of "wish crystals" that will get me my missing champs (not just 6* but from 1* upwards)
I would also prefer content like another variant that would allow us to use our lower rarities.
I was really hoping that relics or another way of upgrading champs would be the future, not just another reset. I can see that ascension etc seem to be aimed in this direction but let’s be honest, no-one is going to be enthused about any form of 6-star as soon as the 7-star version is available).
On a personal level, I would like to know if my alliance is going to end up in the top 1000, or the top 100 AQ At 65% I might also want to resume competitive war, if Platinum empties out enough. At 65%, probably not, but at 95% or higher, I think it might be worth it.
The bottom line is, without something that facilitates longevity, which won't come from extra customizations or a few extra Ranks, the game really won't survive. The game itself is built on the acquisition and Ranking of Champions in increasing Rarities. Those added Rarities are what ensure it will continue. Not acquiring all the Champs we need, and building onto them. It's literally the foundation this game has been built on. Content follows the Champs, not the other way around.
Well, to be precise it's a co-creation, but without new Rarities to grow into, the content will hit a wall.
Do you have data on each change affecting the community size and kabam profits? Or just the length of a thread?
By the way, the 6* discussion thread was 35 pages over about 2 months. The current 7* thread is 9 pages after only 1 and a half days. I don't think that's a really fair comparison. Even if length of thread was a good indicator of how many people left the game since 6*s were announced, I don't think you've even compared it in an accurate way.
There's no significance to pointing to an event like 12.0 and saying it was wrong because people left. People left the day 6* champs were announced, but they also left the day before 6* champs were announced. People leave all the time. People join all the time. The health of the game doesn't just depend on holding on to the players we have, it also depends on attracting new players.
The easiest thing to do is point to things that caused players to quit, because it is hard to point to the counter-factual. We can't point to an alternate reality and prove it would have been worse. Except, we sort of can. Students of game history can point to all sorts of examples from the past where games failed when they failed to take certain actions to extend their longevity. Most games I played had their 12.0 moment of rebalancing. But there are games that didn't take those actions. Many of them failed because of it. Progression maintenance? There are games that decided to stop doing that. As far as I'm aware, all of them are in maintenance mode.
Usually, it isn't the things you do that kills games. Its the things you failed to do. If this game were to fail tomorrow, nothing anyone did today would have killed it. Nothing anyone did in the past year would have killed it. Almost certainly, it was something we failed to do a couple years ago that would have killed it, and we would only be finding out now.
This is not my first rodeo. Or my second. Or my third. All this has happened before, and all this will happen again. These complaints are not original, and their observations not revelatory. They are what some people are always saying about every game. Sometimes they are right, usually they are wrong, much like stopped clocks.
7* will kill our game and all for what we worked
. please listen kabam.
more Rank of 6* it's better than 7*.
Are you staying until the first person has one or you already quit?
This way I know if our rankings will continue to go up this AQ and AW or we have to wait until spring for better rank rewards.
Boredom kills way faster than anything else. You can balance changes you don't like with changes you do like. But nothing balances boredom. So a game that doesn't take chances changing things, and doesn't want to risk angering some players by rocking the boat, is committing slow suicide. In fact, I would bet that most players that leave after some change they claimed to not like are in fact leaving due to boredom, and the last change they didn't like was simply the excuse to break with the game. But many of those players we already lost, it is was just a matter of time.
The spenders that already are in the game are the ones saving him for now
I already know that 99% of the players who ever downloaded the game are no longer here. That's just the result of turnover for eight years. But 99% not spending AND quitting in a few months, that one is a pretty safe bet.
What's ironic is it is rarity resets that reset the gap you claim make it harder and harder for new players to join. If those things didn't happen, this would be true. But at the moment, a player that starts today doesn't have a huge disadvantage in building a 7* roster over someone who has been playing for eight years. The veteran has *some* advantage, but that advantage has not been growing in an unlimited fashion all this time, because of rarity depreciation.
A whale that joins in November is going to catapult themselves past 90% of the free to play players that have been playing for years, and will only be at a small disadvantage to the whales of today. Any whale that keeps spending at a high level will preserve that advantage, but any whale that stops whaling will get overtaken by the whales of 2023. Because of rarity reset.
This is not incidental.
I was f2p and it cost me a lot to catch other nonspenders at the level i wanted to, and new players are not sold for that much time, dont see it from your perspective, you almost surely know everything of the game, but the new ones dont, for them is much harder and painful lol
Sure, I know vastly more about the game than anyone who would start today, and for that matter anyone in general, but the vast majority of that knowledge is also freely available to anyone who wants to know it by spending a small amount of time. Anyone can ask and be told how arena infinite streak works, which masteries to invest in, which content contains the best rewards, which champions are the best for clearing which content.
Someone starting today will, if they are active players, have their first 5* within the first month of play. They could, with even moderate skills, be Uncollected in a month. Within a year they could easily be Cavalier without blitzing the game. I became Cavalier in April 2019, more or less when 6.1 came out (I took a few weeks to build up units for the Cav offer). I started playing in 2015, so it took me over three years to become Cavalier. Obviously, because I had to wait for it to materialize.
I became Thronebreaker on October 1, 2020 (day one), and Paragon on July 1, 2022, which is about five years after starting and a bit under seven years since starting. How many years do you think it will take for a player starting today to make it to where I was in three years, five years, and seven years into playing? They'll reach those marks in less than half the time.
Most of the players I know in the game and play with are at lower progress levels than I am. They all progress at different rates. I have someone in my alliance that is attempting to become Paragon by the summer. He's not a whale, and he doesn't have superhuman knowledge or skill. I think he was barely Uncollected when he joined my alliance. He's just learning and playing at a reasonable pace. If he makes it, he'll have done so in half the time it took me. Now, again, part of the reason why is because I can't advance any faster than the game does. But that's the point. People who start today have a lot of advantages that allow them to have a decent path to catching up with the veterans. They have reward, content, and resource advantages, while we veterans have the disadvantage of constantly running into progress walls and constantly expending effort on things the newer players don't have to. A lot of my effort went into building up a 3* roster, then a 4* roster, then a 5* roster. A player starting today is going to have more resources per day than I did, but won't be spending those resources on what I did. They will leapfrog past that and devote most of their resources to 5*, 6* and 7* rosters.
If I knew nothing about the game and was starting today, I'm pretty sure I would be Thronebreaker in six months, and Paragon in a year. I would have a smaller roster than I do now of course, and would have cleared much less content than I have by now. But I would already be among the ranks of the end game players. In a year. That's called "catching up with the vets." Simply because progress in the game is so much easier today, and help is so much more readily available today.
Common man! I've been playing for 7 yrs now.
First half I was so proud having maxed out 4 stars and working my way upto 5 stars.
Then I quit for a year
Come back and getting 5 stars like crazy and then start getting 6 stars every now and then.
I was finally confident in my gaming now to see that I'll have to work even harder to bring up my existing champs to get an even larger target to be able to compete with the MCOC players.
I'm just upset because I would've loved to have ranked and maxed out a majority of my 5s and maybe a couple of 6s before another rank was introduced.
Now arenas are going to be ridiculously harder then before! All the big spenders in the MCOC are going to be hiring extra help to grind in the arenas more then before.
Yes, I absolutely hate that! That's awesome that you can afford to buy so much in game but when having to compete in arenas against the big ballers, it's just not fair for anyone.