For those who don't want to recall, the "released version" of MCOC means, among other things: no alliance wars, no alliance quests, no alliances at all (so don't worry about the unstoppable colossus), no mastery skills (so you don't have to worry about parry anymore), no shards of any kinds, no signature ability, etc.
The AI was much easier, though, and they couldn't use the third specials in arena.
But the controls were much less reliable -- though still better than their "Gods of ..." competitor released much, much later.
You should expect to do your MMA moves from across the screen from your opponent about 1/4 of the time. In other words, the dash would punch instead of run up and then punch. For certain heroes, expect the 5th hit of a 5-hit combo to miss about 1/3rd of the time even if the opponent is pinned in the corner. The specials didn't activate when you press the icon allowing the AI to hit you. Sometimes, you block instead of having the specials activate. I'm sure there were other "oddities" as I don't remember them all but they certainly more than compensated for the easy AI at the time.
When duplicating heroes, you get class-based ISOs and a little bit of gold and that's it. There's no sig ability or shards.
The arenas were a week long event instead of twice a week so this meant that people complained that these once a week events occurred too often and demanded a break.
It took forever to get the last milestone because the few available milestones -- not the warehouse full that we have now -- were set very high. It was actually easier to get rewards from rank than it was to get the last milestone.
The point scoring in arena was certainly different. The lower the power rating ("PI") of your hero, the more points you scored. So this meant that players deliberately not bother to upgrade their heroes. This allowed for an overabundance of gold and ISOs since they were obviously not using any of the gold. Since ISOs expire in the stash, they sold the ISOs to get more gold. The main source of gold, of course, came from arena crystals -- same as it is now.
The end result is that we had a lot of threads complaining about so much useless gold. This is no different from all those billionaires in real-life complaining that they had too much money in the bank. It's the same thing.
Since we didn't have any alliances (and thus no alliance events and quests), people did the daily class-based quests more frequently. This lead to constant complaints about the drop rates for the class-based cats.
Alpha cats were harder to get back then. So rank 2/20 were common for the few with 4-stars. The exceptions were those who purchased unit packages that offered the alpha and those who were able to win them in the arenas.
I'm sure there are other things that were better with the released version. I don't remember them all.
Comments
The AI was much easier, though, and they couldn't use the third specials in arena.
But the controls were much less reliable -- though still better than their "Gods of ..." competitor released much, much later.
You should expect to do your MMA moves from across the screen from your opponent about 1/4 of the time. In other words, the dash would punch instead of run up and then punch. For certain heroes, expect the 5th hit of a 5-hit combo to miss about 1/3rd of the time even if the opponent is pinned in the corner. The specials didn't activate when you press the icon allowing the AI to hit you. Sometimes, you block instead of having the specials activate. I'm sure there were other "oddities" as I don't remember them all but they certainly more than compensated for the easy AI at the time.
When duplicating heroes, you get class-based ISOs and a little bit of gold and that's it. There's no sig ability or shards.
The arenas were a week long event instead of twice a week so this meant that people complained that these once a week events occurred too often and demanded a break.
It took forever to get the last milestone because the few available milestones -- not the warehouse full that we have now -- were set very high. It was actually easier to get rewards from rank than it was to get the last milestone.
The point scoring in arena was certainly different. The lower the power rating ("PI") of your hero, the more points you scored. So this meant that players deliberately not bother to upgrade their heroes. This allowed for an overabundance of gold and ISOs since they were obviously not using any of the gold. Since ISOs expire in the stash, they sold the ISOs to get more gold. The main source of gold, of course, came from arena crystals -- same as it is now.
The end result is that we had a lot of threads complaining about so much useless gold. This is no different from all those billionaires in real-life complaining that they had too much money in the bank. It's the same thing.
Since we didn't have any alliances (and thus no alliance events and quests), people did the daily class-based quests more frequently. This lead to constant complaints about the drop rates for the class-based cats.
Alpha cats were harder to get back then. So rank 2/20 were common for the few with 4-stars. The exceptions were those who purchased unit packages that offered the alpha and those who were able to win them in the arenas.
I'm sure there are other things that were better with the released version. I don't remember them all.