Quality of Life Changes Overall
medievalman26
Member Posts: 9 ★
Changes to MCOC for quality of life improvements
Pain Points To address:
Main pain points that need addressing are fairly simple to address. Energy amounts, progressions struggles, rewards in quests, overall energy requirements, roster depth
Main quests:
Acts 1, 2, 3, 4, 5, 6, 7, and 8 should all have energy refills added to them as base level things on the paths to reward those who spend time to explore them.
Add more revives and health potions of varying levels to the paths that are not done yet as currently they are random and often times will spawn on a path done already. Random revives, potions, and refills still should populate as they do for those who farm them.
Questing overall:
Create an indicator on paths to show spawned rewards such as potions, iso, revives, and refills to assist players in choosing a path instead of wasting time looking through the paths to see nothing there or an item on a path already cleared.
Event quests:
Reduce attack and hp of lower to make it on par with act progression linked to its title. Example for Proven level it should match the proven level qualifying point that you earn the title. Uncollected should be similar health at the ending chapters of 5.2. Goal is that the event quest is not harder than the content of the title progression the player is at. If a player wants to challenge a higher progression they are able to but it will be harder than they are used to. Removal of the restriction of titles for the different quests as well. If a player has learned the game but is not able to progress for any number of reasons but has the skill or determination to try it should be allowed. Example an Uncollected player that simply lacks roster of 5 or 6 stars to enter into 6.1 should not be penalized for that and allowed to earn shards to gain more rosters depth for progression.
Currently even with the nerf to the new difficulties a “2 star” should not ever be able to do even 10% of a rank 1 6 star at level 1. However a combo of 5 from one does about that. If you compare the health pool of a 6 vs a 2 star that would be impossible to take hit wise. On auto fight a 6 star almost lost to a 2 and a 3 star on Event and Side quest that is just too hard hitting for the difficulty level.
Initial clear increase to units for each level. Example Thronebreaker awards 500 units for completing it. While proven would give 60 units. Goal is to make it less appealing and/or necessary for higher level players/progressions to do the event quests of lower progressions so that they have energy available for content at their level such as EoP or new acts coming in for end game players. While not penalizing lower progressions for being less than the highest progression. The 500 is a drastic example and not what I would suggest, but would be a great way to compensate for difficulty at the base level for a fresh progression achiever. After that it is a bonus to reward and potentially discourage the lower difficulties as they are not going to be seen as worth the effort by that point.
Start of new month event quest each difficulty has a set of missions under a new tab labeled Event Quest and it is full of gold, iso, energy refills, and progression based rewards to incentivize complete and exploration of difficulty closest to your progression. Example conqueror level progression would only have access to conqueror mission and be rewarded for focusing on it not proven. That way once done energy goes back to act progression and nothing is lost for the progressions. Goal is to compensate players who are more casual in time and not cut rewards for those who choose to grind all difficulties still get the base rewards just not the progression locked ones.
Event quests energy
For The lowest progressions energy needs to be restructured. It should not require the same amount of energy for all difficulty levels. There is no way for a new player to play the event quest in one round of energy for the third chapter at 3 energy per move. A level 60 account would be able to fully complete a single path and have a small amount left over to start a second but a new account would not be able to complete the one path. For the lowest two titles no energy for the first two quests, 1 energy for the second chapter, and 2 energy for the third. For the Uncollected, Cavalier, and Thronebreaker as it stands is fine. The middle tiers should be 1, 1, and 2 energy. Goal is to make each chapter easier on the total energy needed per level of progression.
Side quests
Never have these require energy use. That’s it. Overall side quests are good as is and should be able to complement the event quests or be their own thing without needing to sap energy from other game modes
Daily quests
Remove energy cost to lower two levels of this but limit entries per day to a set number
Energy cost reduced for highest two levels only
Increase the amount rewards per quest
Make more difficulties so that higher level progressions can run them and not ignore for lack of reward vs energy vs time
Newer players/accounts/lower level accounts
Award crystals for 2, 3, 4, 5, and 6 stars each level up depending on the level. Example a level 5 summoner achieves level 6 and is awarded a 2 star crystal. While a level 29 going to 30 gets a 4 star. Goal is to help build rosters out while not taking away from quest rewards. New accounts trying to progress run into pain points of not having iso due to small rosters. An account that has been played since launch would have a large if not close to complete roster for 2, 3, and 4 stars thus any they get translates to more iso while a new account will get new champions they are unable to level up. And the amount of time energy and effort to level up the last 10 levels should be rewarded especially given that now seven stars are being added in.
Older accounts Progression adjustments
Reset Act 1-4 awards if account cleared before buffed rewards or award. The rewards have been changed and any new account has gotten far more from them so to be fair the changed rewards could just be put in all accounts from that point and given to older players. It may not be current tier of progression and exciting but the amount of units have increased and nexus crystals added that they should be rewarded for having done the content previously.
Battlegrounds:
Make a separate energy for it that does not take away from quest energy. Still able to use refills for it that are awarded at milestones.
Add a milestone system for matches played to completion that awards all three forms of gains from matches and missions. So elder marks, battlegrounds energy refills, and trophy tokens. This will incentivize playing more than the every two days and give more than just progression awards thus keeping people active for the season instead of a hard burn at the start to get to the top and stopping playing making matches harder to find towards the end of the season.
Iso:
Iso has and always will be a pain point for many players. It has an easy fix that is already in the game but not done. When the game starts out iso-8 tiers make sense for what star rating is duplicated. So a 1 star while having no effect gives a level 1 class iso for duplicates. Tier 2 class iso for 2 star, but after that the iso is odd as it stops at one tier of iso for duplicated 4, 5, and 6 stars. While the amount you get from a 4 star is great for leveling 4 stars up a 5 star requires much more iso. The simplest solution is to make each star rating drop an equivalent quality iso and quantity. 1 to 1, 2 to 2, etc. Even creating a new iso level for 6 and 7 stars.
Gold:
Triple the gold awards for movement in quests, in quest paths, and from completion and exploration. Increase the amount from champion duplicates as well. Double the amounts each gold crystal contains and add a chance at a double modifier to the gold so a lucky gold crystal could have 100k gold in it.
Catalyst:
Storage increase for all levels of catalysts
Allow higher tiers to be sold such as tier 4 and 5 catalysts
Add daily catalyst quests for 4, 5, and 6 catalyst shards
Champion rank ups
Honestly rework 6 star requirements. There is no reason to include large quantities of catalysts. It is odd that tier 4 class catalysts are required for them in such large quantities. Just lower it. Same is true for rank 4 and 5 there is no reason to require so many tier 4 at each level. Rank 1 to 2 and 2 to 3. The amount of tier 6 base, tier 3 alpha, and tier 5 or 6 class is absurd in amount. Drop it to 1 of each for alpha and basic needed to r4 a champion.
New Achievement system:
Many games have an achievement system that rewards players for doing challenges in game. To be fair the Carina’s Challenges are a good example of this. It is an achievement to complete it with X requirement and you get Z rewards. Why not go a step further and add a system with rewards into the game. Example completing Acts rewards players for not just the reward in game for completion and exploration. Can include iso, gold, units, portraits, titles, etc. Example of this for Fully exploring the LoL conent you get bonus units and a portrait as well as title based reward for doing it. Separate from the completion and exploration rewards. This way the outdated rewards do not need to be updated but instead there is a bonus based on current progression for doing content in the game.
Alternatively possibly a system like the Carina’s Challenges for lower progressions to try things use different champions etc. Example Collector’s Challenge and have Uncollected level rewards such as chunks of 6 star shards a 5 star class nexus selector and rank up materials for doing a path in Act 5 with 3 and 4 stars only of a specific type such as X-men or Avengers.
Pain Points To address:
Main pain points that need addressing are fairly simple to address. Energy amounts, progressions struggles, rewards in quests, overall energy requirements, roster depth
Main quests:
Acts 1, 2, 3, 4, 5, 6, 7, and 8 should all have energy refills added to them as base level things on the paths to reward those who spend time to explore them.
Add more revives and health potions of varying levels to the paths that are not done yet as currently they are random and often times will spawn on a path done already. Random revives, potions, and refills still should populate as they do for those who farm them.
Questing overall:
Create an indicator on paths to show spawned rewards such as potions, iso, revives, and refills to assist players in choosing a path instead of wasting time looking through the paths to see nothing there or an item on a path already cleared.
Event quests:
Reduce attack and hp of lower to make it on par with act progression linked to its title. Example for Proven level it should match the proven level qualifying point that you earn the title. Uncollected should be similar health at the ending chapters of 5.2. Goal is that the event quest is not harder than the content of the title progression the player is at. If a player wants to challenge a higher progression they are able to but it will be harder than they are used to. Removal of the restriction of titles for the different quests as well. If a player has learned the game but is not able to progress for any number of reasons but has the skill or determination to try it should be allowed. Example an Uncollected player that simply lacks roster of 5 or 6 stars to enter into 6.1 should not be penalized for that and allowed to earn shards to gain more rosters depth for progression.
Currently even with the nerf to the new difficulties a “2 star” should not ever be able to do even 10% of a rank 1 6 star at level 1. However a combo of 5 from one does about that. If you compare the health pool of a 6 vs a 2 star that would be impossible to take hit wise. On auto fight a 6 star almost lost to a 2 and a 3 star on Event and Side quest that is just too hard hitting for the difficulty level.
Initial clear increase to units for each level. Example Thronebreaker awards 500 units for completing it. While proven would give 60 units. Goal is to make it less appealing and/or necessary for higher level players/progressions to do the event quests of lower progressions so that they have energy available for content at their level such as EoP or new acts coming in for end game players. While not penalizing lower progressions for being less than the highest progression. The 500 is a drastic example and not what I would suggest, but would be a great way to compensate for difficulty at the base level for a fresh progression achiever. After that it is a bonus to reward and potentially discourage the lower difficulties as they are not going to be seen as worth the effort by that point.
Start of new month event quest each difficulty has a set of missions under a new tab labeled Event Quest and it is full of gold, iso, energy refills, and progression based rewards to incentivize complete and exploration of difficulty closest to your progression. Example conqueror level progression would only have access to conqueror mission and be rewarded for focusing on it not proven. That way once done energy goes back to act progression and nothing is lost for the progressions. Goal is to compensate players who are more casual in time and not cut rewards for those who choose to grind all difficulties still get the base rewards just not the progression locked ones.
Event quests energy
For The lowest progressions energy needs to be restructured. It should not require the same amount of energy for all difficulty levels. There is no way for a new player to play the event quest in one round of energy for the third chapter at 3 energy per move. A level 60 account would be able to fully complete a single path and have a small amount left over to start a second but a new account would not be able to complete the one path. For the lowest two titles no energy for the first two quests, 1 energy for the second chapter, and 2 energy for the third. For the Uncollected, Cavalier, and Thronebreaker as it stands is fine. The middle tiers should be 1, 1, and 2 energy. Goal is to make each chapter easier on the total energy needed per level of progression.
Side quests
Never have these require energy use. That’s it. Overall side quests are good as is and should be able to complement the event quests or be their own thing without needing to sap energy from other game modes
Daily quests
Remove energy cost to lower two levels of this but limit entries per day to a set number
Energy cost reduced for highest two levels only
Increase the amount rewards per quest
Make more difficulties so that higher level progressions can run them and not ignore for lack of reward vs energy vs time
Newer players/accounts/lower level accounts
Award crystals for 2, 3, 4, 5, and 6 stars each level up depending on the level. Example a level 5 summoner achieves level 6 and is awarded a 2 star crystal. While a level 29 going to 30 gets a 4 star. Goal is to help build rosters out while not taking away from quest rewards. New accounts trying to progress run into pain points of not having iso due to small rosters. An account that has been played since launch would have a large if not close to complete roster for 2, 3, and 4 stars thus any they get translates to more iso while a new account will get new champions they are unable to level up. And the amount of time energy and effort to level up the last 10 levels should be rewarded especially given that now seven stars are being added in.
Older accounts Progression adjustments
Reset Act 1-4 awards if account cleared before buffed rewards or award. The rewards have been changed and any new account has gotten far more from them so to be fair the changed rewards could just be put in all accounts from that point and given to older players. It may not be current tier of progression and exciting but the amount of units have increased and nexus crystals added that they should be rewarded for having done the content previously.
Battlegrounds:
Make a separate energy for it that does not take away from quest energy. Still able to use refills for it that are awarded at milestones.
Add a milestone system for matches played to completion that awards all three forms of gains from matches and missions. So elder marks, battlegrounds energy refills, and trophy tokens. This will incentivize playing more than the every two days and give more than just progression awards thus keeping people active for the season instead of a hard burn at the start to get to the top and stopping playing making matches harder to find towards the end of the season.
Iso:
Iso has and always will be a pain point for many players. It has an easy fix that is already in the game but not done. When the game starts out iso-8 tiers make sense for what star rating is duplicated. So a 1 star while having no effect gives a level 1 class iso for duplicates. Tier 2 class iso for 2 star, but after that the iso is odd as it stops at one tier of iso for duplicated 4, 5, and 6 stars. While the amount you get from a 4 star is great for leveling 4 stars up a 5 star requires much more iso. The simplest solution is to make each star rating drop an equivalent quality iso and quantity. 1 to 1, 2 to 2, etc. Even creating a new iso level for 6 and 7 stars.
Gold:
Triple the gold awards for movement in quests, in quest paths, and from completion and exploration. Increase the amount from champion duplicates as well. Double the amounts each gold crystal contains and add a chance at a double modifier to the gold so a lucky gold crystal could have 100k gold in it.
Catalyst:
Storage increase for all levels of catalysts
Allow higher tiers to be sold such as tier 4 and 5 catalysts
Add daily catalyst quests for 4, 5, and 6 catalyst shards
Champion rank ups
Honestly rework 6 star requirements. There is no reason to include large quantities of catalysts. It is odd that tier 4 class catalysts are required for them in such large quantities. Just lower it. Same is true for rank 4 and 5 there is no reason to require so many tier 4 at each level. Rank 1 to 2 and 2 to 3. The amount of tier 6 base, tier 3 alpha, and tier 5 or 6 class is absurd in amount. Drop it to 1 of each for alpha and basic needed to r4 a champion.
New Achievement system:
Many games have an achievement system that rewards players for doing challenges in game. To be fair the Carina’s Challenges are a good example of this. It is an achievement to complete it with X requirement and you get Z rewards. Why not go a step further and add a system with rewards into the game. Example completing Acts rewards players for not just the reward in game for completion and exploration. Can include iso, gold, units, portraits, titles, etc. Example of this for Fully exploring the LoL conent you get bonus units and a portrait as well as title based reward for doing it. Separate from the completion and exploration rewards. This way the outdated rewards do not need to be updated but instead there is a bonus based on current progression for doing content in the game.
Alternatively possibly a system like the Carina’s Challenges for lower progressions to try things use different champions etc. Example Collector’s Challenge and have Uncollected level rewards such as chunks of 6 star shards a 5 star class nexus selector and rank up materials for doing a path in Act 5 with 3 and 4 stars only of a specific type such as X-men or Avengers.
3
Comments
"I don't wanna buy energy refills, and i want to get potions and revives for free, and use energy to farm potions and revives..."
Its not even QoL... QoL changes such as interface interaction, shortcuts .. this is a straight up.. gimme more free stuff post...
- We need more Gold and ISO
- the energy cap need to be increase from 70 to 90 -100
- new masteries 2.0
- ability to trade up some small energy refills for the full energy refills
- 6* dupes MUST have more than 24 bricks of 5k ISO, same as the 5* dupes??? why do we always get the very bare minimum ?????? would a 7* dupe also grant you only 24 bricks 5k iso??? LMAO
If you assume everyone has infinite time to play then yeah everyone can farm all the items they need. But if you look at causal or those who work have families etc these things are QoL
And there have been plenty of threads on the QoL you mentioned Coppin. And you are more than welcome to share your thoughts and opinions instead of just being negative
Lets see you are asking for every "farm" aspect of the game to be free... Daily grounds, EQ, SQ, pots, revives... Am i wrong here?.. did i misunderstand this part?
You are asking for a separate energy for BGs.. meaning u want to use your energy for other things...
So in conclusion.. u want all the other stuff to be energy free and lowered... On top a separate energy for BGs.. so what exactly do u plan to do with your energy?..
U want more more and more.. spend 30 units once in a while... Buy an energy refill...do some arenas.. there u got your source of gold ..units and iso from crystal shards..
The best part of your response is where u advocate for the casual player...the one that doesnt have the time...why would a casual player be interested in competing...instead of just enjoying?..
It would be like me telling people I should be paid to play soccer.. but i dont have time to train or the skils.. still they should let me play profesionally...
In the past the “Beginner” difficulty was mainly 1 and 2 energy because, again, new accounts and lowest progression titles do not have the same energy availability as end game players. If you look at the most recent changes the lowest difficulty has the same energy required as all others. That’s not saying make all content no energy that’s being realistic. A level 10 account would not be able to do a single path of the lowest difficulty EQ final chapter in one go.
As to revives and potions what I brought up is a need for more true, but also indicators in the GUI that show this path has a potion or revive. And to change the algorithm a bit to make them spawn initially on not cleared paths.
Yes there does need to be a separate energy for battlegrounds. Again pointing to newer accounts. There should not be a need to pick between doing questing for the monthly ones, the title progression advancement, and other quests vs battlegrounds. It is fine for those who have fully explored all quests but again new players will not be in that category. It still will be equivalent unit cost to refresh just not taking away energy from content progress.
You are again not seeing what I said. It’s not taking away from the farming and playing arena. It is for new players that the issues come up. If you don’t have a large roster of 2, 3, and 4 stars you can’t farm the arena as you imply. Like I said increased rewards for lower level accounts rewarding them with crystals in addition to the current rewards helps address that. There is a large gap between a player from launch vs a few months old account in terms of that roster size. With that being said opening a crystal from 2 to 4 highly likely newer accounts will have a new champion not a duplicate so gold and iso shortages are worse
-Lower or take away energy from stuff used to farm so you can farm more...
-More items in paths so you can farm more
-More gold on paths, fights, crystals and dup champs so you can get more
-More Iso from dupping champs
-More crystals so you can dup champs...
Also i have a key question cause this has me baffled... U said you were "ALMOST" paragon... Meaning u must have 2 R4 6*s... how many r3s do u exactly have to be asking to sell t5b and t2a for t6b and t3a shards?...Because u talk a lot about newer and lower progression players having a roster developed.. and rushing ranks on 1 champ only does exactly the opposite...
A level 10 is not supposed to be clearing EQ btw
Also you probably havent played a lower account in a long time...
They did adjust the energy:
1- the ammount of random energy refills on paths
2- when u level up the energy overflow that used to dissapear now stacks. Example u have 20/30 energy.. level up u end up with 51/31 energy.
The BG issue.. you can't join Bgs until UC, between lvl 1 and UC around lvl 40ish there is about 6K units...and massive ammounts of revives for free...What on earth is a new player spending those units on?
U do understand that by giving more to lower progression u are also giving more to higher?...
Lower acts have been nerfed and shortened.
Why on earth would a newer account be leveled to a 3-4 year old account?...
This is a LVL 40 F2P Conqueror account btw..
People have different levels of chase and anyone who's worked in game design would tell you that if you make everything too easy, you have a chance of alienating people because they're getting all rewards for 0 effort which could kill enthusiasm. Conversely, if you make things too hard, you risk a rage quit, so you have to find that sweet spot in the middle that would encourage repeated gameplay to keep playtime consistent.
Now did you make valid points about things that are either woefully out of date or promised but no follow through on? Absolutely but at the same time, If we don't know what's going on behind the scenes at Kabam, then like it or not there might be valid reasons why the things you wish were prioritized aren't.
Plus there are times where you came off a little unpleasant in your tone even if the inflection wasn't an accurate description of the intent.
I am not above farming at all. That’s not been the intent of what I brought up. Nor is it just giving free stuff. I have farmed the arena for units gold and refills as well as hunted down revives. The main thing I was voicing is additions to help out like putting indicators at the start of the path that a revive or potion is on. Also them working on the algorithm that spawns them since often times revives appear on a path already done.
That balance is the tricky part between ease of gameplay flooding economy with rewards and making tough and challenging gameplay. Best example is act 6 compared to act 7. That balance is what needs some work for sure from where it was for the longest time to the drastic change the did in January.
You are right about the chase being different for everyone.
Fair point about not knowing what they are working on which is fine. There should be a little more communication from them on that end. It’s a constantly in flux game with new things being developed all the time. That’s a great thing. Part of why I still enjoy it even just watching others play.
I can definitely see where I came off poorly in tone. Was not the intent for sure.