**UPDATE - iPAD STUCK FLICKERING SCREEN**
The 47.0.1 hotfix to address the issue of freezing & flashing lights on loading screens when trying to enter a fight, along with other smaller issues, is now ready to be downloaded through the App Store on IOS.
More information here.
The 47.0.1 hotfix to address the issue of freezing & flashing lights on loading screens when trying to enter a fight, along with other smaller issues, is now ready to be downloaded through the App Store on IOS.
More information here.
Removal of Revive Farming and the Apothecary Discussion
This discussion has been closed.
Comments
Kabam is the dude that keeps adding the cringe unnecessary bit at the end that makes you go, "Dude! Why?!"
Kabam's communications are the guy saying, "Honey, I like the other dress better than this one... because this one doesn't hide the fat. Really, I wanted to say something earlier but I decided to spare your feelings. You're welcome."
So terrible. Why didn't they lead with increasing the health item inventory and changing the potions to percentages? Then slip in the medicine with "we'll be tweaking the spread of revives in the beginner content to account for the potion enhancement."
I’ve been upset with Kabam plenty over the years, but if they go through with this, it is the final nail in the coffin that will lead me to quit. I’ve invested thousands into my account over the year, but no more if they take away our ability to get revives. It’s expensive enough already using heal potions on 6* R4 champs, I’m not paying 40 units per revive on top of that.
Let’s follow that claim down the track: if the ONLY problem is the stated problem of “spamming revives”, then once again, why not just limit the number of items you can use in a quest? The proposed solution is down right convoluted in comparison.
Your bit about 5% spending is also off the target. At any given time its fairly safe to assume that only 10% of the player base or so will ever even do the carinas challenges in the first place or ever be caught up content wise. These are the typically the only players who would even need such large quantities of revives in the first place which is where the entire problem lies. You’re obfuscating with a poorly representative statistic.
The only conclusion that’s congruent with the solution they proposed is that their revenue was being harmed
"This frenzied revive farming trivializes difficult content", yea so us players can spend thousands of units to complete something you designed to be completed with revives.
With this and 7 stars, we're approaching a 12.0 2.0 situation
This says a lot
And you make sure the drop rate of lvl 1 potion is a bit higher than 1 every day
And please allow auto-completion of those daily quest
Hopefully this decision will mean we see more balanced fights in everest content and not fights where the only way to win is spam herc with revives.
Oh but you're okay with us spamming revives if we paid for it huh ?
Phase 2: sell more 1000-unit bundles during EQ.
Phase 3: summoners with lower unitnstashes spend to hit July 4, Cyber Weekend targets.
Phase 4: profit
If the problem is Herc, then just nerf him. Removing a main source of revives harms EVERY OTHER champion probably even more than Herc and is a plain dumb roundabout way to nerf him.
I don’t understand how they expect people to complete content like Abyss. Average players will likely still spend 2 or 3 or (very likely) more revives every fight. Do they expect us to grind arena even harder for revives? People already hate arena, this game shouldn’t feel like a job. At least you could auto fight the story quests, arena is just a repetitive slog.
I distinctly recall attempting the gauntlet on its last release only to discover that Apoc was plagued with a bug. Despite investing my resources and spending money on units, I was too far into the map to abandon my progress. Initially, I thought the problem was on my end, but it was a game issue. Unfortunately, no compensation was offered for the ordeal, and the path that Kabam wishes to pursue may not be without its challenges.
As the game stands, I find it relatively demanding, and I share the concern of many others that it may lead to a gradual decline in the game's popularity. After all, we've all enjoyed playing this game for the past eight years, and it would be a shame to see it slowly fade away.
If the content isn’t meant to be bested with large revive stashes maybe you need to revisit the content and prove you can do it that way before asking us to.
Scratch that. I don't really want to know. Let's talk accounting, something that few gaming company reporters and even fewer game players know anything about. Here's an excerpt from Netmarble's consolidated income statement, which was probably the source of the articles numbers:
This shows that Netmarble actually earned 40 billion won (about $31 million USD) in the fourth quarter and 46+22+21+40 = 129 billion won ($99 million USD) in 2022.
These numbers were lowered to a 20 billion won loss in Q4 or 105 billion won loss in 2022 ($81 million USD) due to D&A. D&A is depreciation and amortization. These losses are not real losses, they are collectively depreciation and amortization costs that have been spread out over time. Amortized expenses have already gone out the door, and have already been paid: they are just being accounted for here. Depreciation losses are losses due to stuff getting old. Neither of these things are actual "losses" and in general they aren't even happening now. This is almost certainly being reported on an accrual basis (meaning: when things happen and when they are accounted for are different to simplify analysis of the business numbers).
The biggest hit is due to non-operating income and cost. This is referenced in the article and in the financial statement as such: "According to Netmarble, such losses were caused by the “impairment losses of the intangible assets,” although it is unclear what assets the publisher meant by it."
Impairment losses of intangible assets refers to accounting assets on the books that do not refer to material goods. Most likely, these are IP assets Netmarble has acquired over the years with an asset valuation presumed from their estimated income generating capacity. General accounting rules specify that intangible asset impairments must be recorded on income statements as a revenue item impacting net profit and loss. In effect, my understanding of IAS 36 is that when the value of your indefinite intangible assets drops in a material way that loss in value should be recorded as a pseudo-loss in revenue that then accounts for the loss in value from the asset (basic double entry balancing accounting methodology).
In other words, Netmarble made a profit in 2022. Their amortized expenses and the amount they are allowed to depreciate fixed assets allowed them to record a small loss. The additional reduction in value of intangible assets (things that exist only on paper really) declined, allowing them to record an even steeper loss.
Because these losses are not actual cash flow losses but just accounting losses, this may be deliberate and advantageous to the company. Without knowing the specifics, we might just be seeing a clever CFO playing the game properly. But Netmarble is not losing millions of dollars.
[My wife is a CPA and I helped her study for the CPA exam. I'm a lot more familiar with GAAP and IFRS than I really want to be, but occasionally its useful.]
They want you to spend more, that's it.
Another let down.
Pro players stuff in the game either gets tuned down or nerfed, while issues affecting the players negatively are pushed under the rug.
I can't believe this company.
It was not a problem that kabam knew it but problem was dumb people coming and posting about in forums every day after kabam release difficult content. Same those so called love streams for it.
So it was natural. People were flexing too hard about it again and again. And Kabam had to put them to place. Especially when 8.2 might get released in month or 2. I know many people will still disagree but this is the truth. If something good happens in MCOC, just enjoy it no need to make a poster about it and try to show off and piss off the game team
Peace
The last time I failed to complete temporary challenge content was the Maze. If it came and went after that, I completed it at its highest difficulty. Of the permanent challenge content, I haven't done Lab or Abyss (not my cup of tea) and while I did the Gauntlet once, I haven't been anxious to do it two more times. I reached the top milestones for both SoP and EoP when they first came out. I haven't done the last permanent EoP objectives yet.