**WINTER OF WOE - BONUS OBJECTIVE POINT**
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
There is currently an issue where some Alliances are are unable to find a match in Alliance Wars, or are receiving Byes without getting the benefits of the Win. We will be adjusting the Season Points of the Alliances that are affected within the coming weeks, and will be working to compensate them for their missed Per War rewards as well.

Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.

Removal of Revive Farming and the Apothecary Discussion

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Comments

  • AverageDesiAverageDesi Posts: 5,260 ★★★★★
    Mackey said:

    Time is money....when people are milking a valuable Resource in the game that's meant to help newer Players? I find that to be a bit ignorant to the actual in-game value of those.
    Also, someone can Grind the Units to do that with 0 dollars. So no one HAS to spend.

    So what you're saying is, it's perfectly fine for one to grind area and farm units (let's be fair that's why people grind arena) and spam revives with the units but it's not OK for people to spend the same amount of time farming revives from 3.2.6?

    You're going on like we hit 1 button to farm 1 revive in 3.2.6 when in reality it's not that fast. If we can't farm revives by ingame content then we shouldn't be allowed to farm the units in arena
    The same amount of time? Really?not even close. Not to mention there's a hard cap on the amount of units you can earn in a day but not the revives
  • MackeyMackey Posts: 1,534 ★★★★★
    edited March 2023

    Mackey said:

    Time is money....when people are milking a valuable Resource in the game that's meant to help newer Players? I find that to be a bit ignorant to the actual in-game value of those.
    Also, someone can Grind the Units to do that with 0 dollars. So no one HAS to spend.

    So what you're saying is, it's perfectly fine for one to grind area and farm units (let's be fair that's why people grind arena) and spam revives with the units but it's not OK for people to spend the same amount of time farming revives from 3.2.6?

    You're going on like we hit 1 button to farm 1 revive in 3.2.6 when in reality it's not that fast. If we can't farm revives by ingame content then we shouldn't be allowed to farm the units in arena
    The same amount of time? Really?not even close. Not to mention there's a hard cap on the amount of units you can earn in a day but not the revives
    Well it is though isn't it .... if I spend 3 hours farming or 3 hours grinding arena ... its still 3 hours spent 🤨,

    Also there is no hard cap in arena. You could get a load of units from BCs.

    If anything, maybe they should limit how many we get from 3.2.6 and not just basically remove it altogether. Each run of the quest has a 60% chance to spawn a revive
  • MackeyMackey Posts: 1,534 ★★★★★
    Jefechuta said:

    Mackey said:

    Time is money....when people are milking a valuable Resource in the game that's meant to help newer Players? I find that to be a bit ignorant to the actual in-game value of those.
    Also, someone can Grind the Units to do that with 0 dollars. So no one HAS to spend.

    So what you're saying is, it's perfectly fine for one to grind area and farm units (let's be fair that's why people grind arena) and spam revives with the units but it's not OK for people to spend the same amount of time farming revives from 3.2.6?

    You're going on like we hit 1 button to farm 1 revive in 3.2.6 when in reality it's not that fast. If we can't farm revives by ingame content then we shouldn't be allowed to farm the units in arena
    Poor comparison, you can get much more revives farming on acts than playing arenas, way faster and easier since you can autofight.

    The main fact that people is not acknowledging is how things are supposed to work, Act 1-3 are not meant to be reruned after explorations for farming, there are meant for new players to be done, so its fair that they nerf it so people that is not meant to do so stops doing it.

    Arena is meant to be a farming place, thats why you get Battlechips for it, so you can farm gold and units.

    Everest Content is meant to be hard and take time to be done, not only time but resources which would take either time or money to get, the fact that people do it the first day makes that Content design senseless, why would Kabam waste time and money on Everest Content if people would do it like any hard special SQ that we got, just because we are able to get unlimited revives just by one tap to start a quest, another to select a path, and the last one to Auto On, thats complete nonsense, its very fair from Kabam to remove this revive farming system.

    If you want to do EoP, prepare your resources, if you dont have enough, farm them, but farm them properly, getting 2000 units worth revives completely effortless in 2 days its not farming, its an exploit.

    And no, its not the same with people spending, if you farm, you do it for free for some weeks or months to do the Everest Content, if someone prefers to pay to speed up, thats okay because they pay money worth the time they would spend, you may not like it but it is fair and it is worth for Kabam, because doing this content isnt free either, and it takes time and resources, so if you are going to do in one day what is supposed to be done in one month of hard work, I see pretty fair to pay an amount of money for it.

    And again, people are exagerating a lot, we still can farm revives from low levels acts and EQ, but its not that easy to get revives on those, thats all, we still have enough revives for doing the content without that, and again, this is not debatable, thats just a fact, you can be angry about it, but it is just true.

    Agree to disagree 👍
  • Midknight007Midknight007 Posts: 764 ★★★
    edited March 2023
    @GroundedWisdom Here is something that many haven’t said, but could be very much at the heart of Kabam’s decision.

    There has been a lot of people complaining about BG and the lack of progression. This may have led Kabam in looking at overall accounts and seeing people moving through progression at rates and speed using the farming method. A lot of complaints have been those that recent achieved the Paragon title, so it is possible that farming is interwoven with those that are achieving Paragon (thus using farming revives to get resources).

    Especially at a rate where they aren’t improving their skills because of a crutch that allows them to tackle content and puts them at a disadvantage not only in skill, but depth of roster to match.

    Seems very likely, and a possibility of that Kabam’s intent is to slow down progression to keep people in titles longer in order to prevent a different level of frustration in other areas. Seems plausible, but….

    I know several player in a couple of alliances I have been in that have decent rosters and are extremely skilled (who have gotten to GC previously) and are complaining at the win to loss ratio and having issues getting out of VT. They aren’t at a point beyond their skill, it is just that the matchmaking has made things so “balanced” that it is extremely frustrating (balanced is in quotes because that is a matter of opinion).

    If title, prestige, and power rating are all being leveraged (or a combination there of) to try and balance out matchmaking, the very skilled are playing the very skilled and a win or loss is pretty much down to a mistap, a bug, or a modder. Thus the complaints aren’t about people being out of their league, but more of a finely tuned matchmaking.

    I don’t believe that a perfect matchmaking is the case, because then we wouldn’t have the complaints of those that recently achieved Paragon complaining about facing decks that have more R4s than they have. Thus we can theorize that title is tied to BG matchmaking more than anything and that progressing beyond one’s current skill level might be at the heart of the BG complaints and leading to Kabam wanting pump the brakes on the progression.

    Just a theory, but as you can see… players overwhelmingly want to progress and achieve titles. Even at the expense of farming pots and revives. So something needs to give.

    My vote… matchmaking in BG needs to either be more liberal and people have to accept losses to bigger accounts, or we need divisions within things like BG to deincentivize people burning through content only to get overwhelmed.

    Pot and revive farming may also need tuning, but it needs to be done in a way it is not stifling to players and leading to further progression to be viewed as to bore players and add yet another point of frustration.

    And if this is the case, this all started because “sandbagging” and people facing larger accounts to begin with. Also, all that work in BG to make it “fair” for this? Just do the free for all method in a tier. Eventually bigger accounts and more skilled players will move up in tiers and smaller accounts can have their “fair” matches and move up when those accounts are in GC or higher tiers.
  • AverageDesiAverageDesi Posts: 5,260 ★★★★★
    Mackey said:

    Mackey said:

    Time is money....when people are milking a valuable Resource in the game that's meant to help newer Players? I find that to be a bit ignorant to the actual in-game value of those.
    Also, someone can Grind the Units to do that with 0 dollars. So no one HAS to spend.

    So what you're saying is, it's perfectly fine for one to grind area and farm units (let's be fair that's why people grind arena) and spam revives with the units but it's not OK for people to spend the same amount of time farming revives from 3.2.6?

    You're going on like we hit 1 button to farm 1 revive in 3.2.6 when in reality it's not that fast. If we can't farm revives by ingame content then we shouldn't be allowed to farm the units in arena
    The same amount of time? Really?not even close. Not to mention there's a hard cap on the amount of units you can earn in a day but not the revives
    Well it is though isn't it .... if I spend 3 hours farming or 3 hours grinding arena ... its still 3 hours spent 🤨,

    Also there is no hard cap in arena. You could get a load of units from BCs.

    If anything, maybe they should limit how many we get from 3.2.6 and not just basically remove it altogether. Each run of the quest has a 60% chance to spawn a revive
    The problem isn't that you are able to farm. If that were the issue then they wouldn't put the apothecary. It's the amount you get. 3 hours in arena might get you how many units? Let's say 400 . That's just 10 revives.

    But the same 3 hours in 3.2.6 gets you much more than that it's not even close. The amount of units you can get from battlechips isn't comparable to what you can get from quest farming.

    Your last para is exactly what they're doing. Limiting the revives .
  • Midknight007Midknight007 Posts: 764 ★★★
    edited March 2023
    Not to mention that if the reasoning for making farming revives harder is to “Curb Your Progression”, why have a store that is the most giving in the game tied to BG that would give access to smaller accounts the resources and materials to put them at a disadvantage? Some of the smaller accounts have access to more Trophy Tokens to get more 6* and rank up champs than the time it takes to farm pots and revives to take on EOP.

    I would think BG as more of an issue of allowing people to progress beyond their skills then EOP and farming. That is why people who would farm to take on Abyss or EOP are upset… EOP had stages that has limited window to tackle. Without revives, people will have to pay or grind to beat that content. “But people need to accept they shouldn’t beat everything…”

    “But companies need to accept that if people don’t feel a sense of accomplishment, they might not play their game…”

    Two sides are playing chicken, and judging by the ratio of dislikes to likes… the players will win if something isn’t done by Kabam fast.
  • Black1377Black1377 Posts: 10

    Mackey said:

    Mackey said:

    Time is money....when people are milking a valuable Resource in the game that's meant to help newer Players? I find that to be a bit ignorant to the actual in-game value of those.
    Also, someone can Grind the Units to do that with 0 dollars. So no one HAS to spend.

    So what you're saying is, it's perfectly fine for one to grind area and farm units (let's be fair that's why people grind arena) and spam revives with the units but it's not OK for people to spend the same amount of time farming revives from 3.2.6?

    You're going on like we hit 1 button to farm 1 revive in 3.2.6 when in reality it's not that fast. If we can't farm revives by ingame content then we shouldn't be allowed to farm the units in arena
    The same amount of time? Really?not even close. Not to mention there's a hard cap on the amount of units you can earn in a day but not the revives
    Well it is though isn't it .... if I spend 3 hours farming or 3 hours grinding arena ... its still 3 hours spent 🤨,

    Also there is no hard cap in arena. You could get a load of units from BCs.

    If anything, maybe they should limit how many we get from 3.2.6 and not just basically remove it altogether. Each run of the quest has a 60% chance to spawn a revive
    The problem isn't that you are able to farm. If that were the issue then they wouldn't put the apothecary. It's the amount you get. 3 hours in arena might get you how many units? Let's say 400 . That's just 10 revives.

    But the same 3 hours in 3.2.6 gets you much more than that it's not even close. The amount of units you can get from battlechips isn't comparable to what you can get from quest farming.

    Your last para is exactly what they're doing. Limiting the revives .
    Is a lot of differrent 20% and 40% revive but all they want to do there is people spend money and made game pay to win with stis stupid new boering modes they create instead of gives us some fun we had it two yeara ago. Lately each year they made game more borring. Only think i still going is aw and story, all other they just totally screw
  • MackeyMackey Posts: 1,534 ★★★★★

    Mackey said:

    Mackey said:

    Time is money....when people are milking a valuable Resource in the game that's meant to help newer Players? I find that to be a bit ignorant to the actual in-game value of those.
    Also, someone can Grind the Units to do that with 0 dollars. So no one HAS to spend.

    So what you're saying is, it's perfectly fine for one to grind area and farm units (let's be fair that's why people grind arena) and spam revives with the units but it's not OK for people to spend the same amount of time farming revives from 3.2.6?

    You're going on like we hit 1 button to farm 1 revive in 3.2.6 when in reality it's not that fast. If we can't farm revives by ingame content then we shouldn't be allowed to farm the units in arena
    The same amount of time? Really?not even close. Not to mention there's a hard cap on the amount of units you can earn in a day but not the revives
    Well it is though isn't it .... if I spend 3 hours farming or 3 hours grinding arena ... its still 3 hours spent 🤨,

    Also there is no hard cap in arena. You could get a load of units from BCs.

    If anything, maybe they should limit how many we get from 3.2.6 and not just basically remove it altogether. Each run of the quest has a 60% chance to spawn a revive
    The problem isn't that you are able to farm. If that were the issue then they wouldn't put the apothecary. It's the amount you get. 3 hours in arena might get you how many units? Let's say 400 . That's just 10 revives.

    But the same 3 hours in 3.2.6 gets you much more than that it's not even close. The amount of units you can get from battlechips isn't comparable to what you can get from quest farming.

    Your last para is exactly what they're doing. Limiting the revives .
    400 units = 10 revives from arena. With the new system they're suggesting you won't get 10 revives in that time window, I mean you might, but it's going to be extremely rng based.

    "The end result is maps with these nodes will now have a lower drop rate for revives"
    By how much? Is it by 10% or by 90% ... who knows. They need to clarify this
  • MackeyMackey Posts: 1,534 ★★★★★

    Mackey said:

    Mackey said:

    Time is money....when people are milking a valuable Resource in the game that's meant to help newer Players? I find that to be a bit ignorant to the actual in-game value of those.
    Also, someone can Grind the Units to do that with 0 dollars. So no one HAS to spend.

    So what you're saying is, it's perfectly fine for one to grind area and farm units (let's be fair that's why people grind arena) and spam revives with the units but it's not OK for people to spend the same amount of time farming revives from 3.2.6?

    You're going on like we hit 1 button to farm 1 revive in 3.2.6 when in reality it's not that fast. If we can't farm revives by ingame content then we shouldn't be allowed to farm the units in arena
    The same amount of time? Really?not even close. Not to mention there's a hard cap on the amount of units you can earn in a day but not the revives
    Well it is though isn't it .... if I spend 3 hours farming or 3 hours grinding arena ... its still 3 hours spent 🤨,

    Also there is no hard cap in arena. You could get a load of units from BCs.

    If anything, maybe they should limit how many we get from 3.2.6 and not just basically remove it altogether. Each run of the quest has a 60% chance to spawn a revive
    The problem isn't that you are able to farm. If that were the issue then they wouldn't put the apothecary. It's the amount you get. 3 hours in arena might get you how many units? Let's say 400 . That's just 10 revives.

    But the same 3 hours in 3.2.6 gets you much more than that it's not even close. The amount of units you can get from battlechips isn't comparable to what you can get from quest farming.

    Your last para is exactly what they're doing. Limiting the revives .
    You can't say for a fact that it will give you more. 400 units is 10 revives but then you gotta factor in the BCs and how many units they'll give so it'll probably end up being more than 10 revives, also you can't say that one WILL get more than 10 revives from 3.2.6, I have done 4 runs of 3.2.6 before now and gotten one single revive from it.

    My last para isnt exactly what they're doing, well it could be but they aren't shedding any light on the amount the drop rate has been lowered, all they've said is "The end result is maps with these nodes will now have a lower drop rate for revives" that could be a 99% reduction, it could be 70% reduction, either of them 2 examples isn't what said. Also you can't really farm this new mode they're bringing in, it gives x amount per day period. Unlike arena which doesn't really have a limit other than ones time.

    Last but not least, they did say farming was the problem ... "This frenzied revive farming trivializes difficult content"

    They have quite literallt said the farming is trivialising difficult content. So yes farming is their main issue.
  • D_Rock86D_Rock86 Posts: 6
    edited March 2023

    Time is money....when people are milking a valuable Resource in the game that's meant to help newer Players? I find that to be a bit ignorant to the actual in-game value of those.
    Also, someone can Grind the Units to do that with 0 dollars. So no one HAS to spend.

    Milking? Their own words were “loophole by spamming revives” but a spender can literally do that. Spam revives. What if they put a limit on how many revives someone can buy per day? Even the playing field a little…

    If the stash limit wasn’t embarrassingly low, sure, you could grind 6 months to save enough revives. But no…

    I don’t care about the revive farming if they fix the revive limit, stop making content require 50 revives, and fix the lack of effectiveness of health potions.

  • MackeyMackey Posts: 1,534 ★★★★★
    edited March 2023
    Come to think of it, I farmed 3.2.6 one of the days while I was having work done, I farmed for about 6 hours and I only got somewhere around 20 revives in that time.

    I did already have full 19 revives in my inventory
  • DanielRandDanielRand Posts: 396 ★★★

    Mackey said:

    Mackey said:

    Time is money....when people are milking a valuable Resource in the game that's meant to help newer Players? I find that to be a bit ignorant to the actual in-game value of those.
    Also, someone can Grind the Units to do that with 0 dollars. So no one HAS to spend.

    So what you're saying is, it's perfectly fine for one to grind area and farm units (let's be fair that's why people grind arena) and spam revives with the units but it's not OK for people to spend the same amount of time farming revives from 3.2.6?

    You're going on like we hit 1 button to farm 1 revive in 3.2.6 when in reality it's not that fast. If we can't farm revives by ingame content then we shouldn't be allowed to farm the units in arena
    The same amount of time? Really?not even close. Not to mention there's a hard cap on the amount of units you can earn in a day but not the revives
    Well it is though isn't it .... if I spend 3 hours farming or 3 hours grinding arena ... its still 3 hours spent 🤨,

    Also there is no hard cap in arena. You could get a load of units from BCs.

    If anything, maybe they should limit how many we get from 3.2.6 and not just basically remove it altogether. Each run of the quest has a 60% chance to spawn a revive
    The problem isn't that you are able to farm. If that were the issue then they wouldn't put the apothecary. It's the amount you get. 3 hours in arena might get you how many units? Let's say 400 . That's just 10 revives.

    But the same 3 hours in 3.2.6 gets you much more than that it's not even close. The amount of units you can get from battlechips isn't comparable to what you can get from quest farming.

    Your last para is exactly what they're doing. Limiting the revives .
    3 hours of grinding arena costs you nothing. 3 hours of revive farming would cost you a great deal of energy. More energy than you would typically have. In which case units would need to spent on energy refills. So this example is most likely a net zero in terms of costs.
  • ThecurlerThecurler Posts: 837 ★★★★
    Jefechuta said:

    Mackey said:

    Time is money....when people are milking a valuable Resource in the game that's meant to help newer Players? I find that to be a bit ignorant to the actual in-game value of those.
    Also, someone can Grind the Units to do that with 0 dollars. So no one HAS to spend.

    So what you're saying is, it's perfectly fine for one to grind area and farm units (let's be fair that's why people grind arena) and spam revives with the units but it's not OK for people to spend the same amount of time farming revives from 3.2.6?

    You're going on like we hit 1 button to farm 1 revive in 3.2.6 when in reality it's not that fast. If we can't farm revives by ingame content then we shouldn't be allowed to farm the units in arena
    Poor comparison, you can get much more revives farming on acts than playing arenas, way faster and easier since you can autofight.

    The main fact that people is not acknowledging is how things are supposed to work, Act 1-3 are not meant to be reruned after explorations for farming, there are meant for new players to be done, so its fair that they nerf it so people that is not meant to do so stops doing it.

    Arena is meant to be a farming place, thats why you get Battlechips for it, so you can farm gold and units.

    Everest Content is meant to be hard and take time to be done, not only time but resources which would take either time or money to get, the fact that people do it the first day makes that Content design senseless, why would Kabam waste time and money on Everest Content if people would do it like any hard special SQ that we got, just because we are able to get unlimited revives just by one tap to start a quest, another to select a path, and the last one to Auto On, thats complete nonsense, its very fair from Kabam to remove this revive farming system.

    If you want to do EoP, prepare your resources, if you dont have enough, farm them, but farm them properly, getting 2000 units worth revives completely effortless in 2 days its not farming, its an exploit.

    And no, its not the same with people spending, if you farm, you do it for free for some weeks or months to do the Everest Content, if someone prefers to pay to speed up, thats okay because they pay money worth the time they would spend, you may not like it but it is fair and it is worth for Kabam, because doing this content isnt free either, and it takes time and resources, so if you are going to do in one day what is supposed to be done in one month of hard work, I see pretty fair to pay an amount of money for it.

    And again, people are exagerating a lot, we still can farm revives from low levels acts and EQ, but its not that easy to get revives on those, thats all, we still have enough revives for doing the content without that, and again, this is not debatable, thats just a fact, you can be angry about it, but it is just true.

    I agree with this for the most part.

    For example, my exploration of act 6 back in the day was funded mostly through arena grinding. However, the paths were nowhere near as resource draining as EoP Carina’s.

    3.2.6 is definitely a loophole. However the solution from Kabam is not balanced and the explanation appears disingenuous at best.

    Personally I do not believe endlessly spamming a quest for infinite revives is healthy for the game.
    But if content is being pushed out that needs hundreds of revives to max out rewards, there has to be more access to earn revives in game and store in inventory than the solution put forward.

    Let’s not kid ourselves Kabam don’t want Summoners to push through content as quick as it’s released. They just want those Summoners to pay through the nose for it.
    Which is fair enough, we need them to make money or there’s no game.
    There should be an opportunity for those who play the game a lot but don’t have time to endlessly grind or pay through the nose to finish this type of content within a timeframe the rewards haven’t depreciated so much in value it makes completing the content not worth the effort.
  • JefechutaJefechuta Posts: 1,195 ★★★★
    Thecurler said:

    Jefechuta said:

    Mackey said:

    Time is money....when people are milking a valuable Resource in the game that's meant to help newer Players? I find that to be a bit ignorant to the actual in-game value of those.
    Also, someone can Grind the Units to do that with 0 dollars. So no one HAS to spend.

    So what you're saying is, it's perfectly fine for one to grind area and farm units (let's be fair that's why people grind arena) and spam revives with the units but it's not OK for people to spend the same amount of time farming revives from 3.2.6?

    You're going on like we hit 1 button to farm 1 revive in 3.2.6 when in reality it's not that fast. If we can't farm revives by ingame content then we shouldn't be allowed to farm the units in arena
    Poor comparison, you can get much more revives farming on acts than playing arenas, way faster and easier since you can autofight.

    The main fact that people is not acknowledging is how things are supposed to work, Act 1-3 are not meant to be reruned after explorations for farming, there are meant for new players to be done, so its fair that they nerf it so people that is not meant to do so stops doing it.

    Arena is meant to be a farming place, thats why you get Battlechips for it, so you can farm gold and units.

    Everest Content is meant to be hard and take time to be done, not only time but resources which would take either time or money to get, the fact that people do it the first day makes that Content design senseless, why would Kabam waste time and money on Everest Content if people would do it like any hard special SQ that we got, just because we are able to get unlimited revives just by one tap to start a quest, another to select a path, and the last one to Auto On, thats complete nonsense, its very fair from Kabam to remove this revive farming system.

    If you want to do EoP, prepare your resources, if you dont have enough, farm them, but farm them properly, getting 2000 units worth revives completely effortless in 2 days its not farming, its an exploit.

    And no, its not the same with people spending, if you farm, you do it for free for some weeks or months to do the Everest Content, if someone prefers to pay to speed up, thats okay because they pay money worth the time they would spend, you may not like it but it is fair and it is worth for Kabam, because doing this content isnt free either, and it takes time and resources, so if you are going to do in one day what is supposed to be done in one month of hard work, I see pretty fair to pay an amount of money for it.

    And again, people are exagerating a lot, we still can farm revives from low levels acts and EQ, but its not that easy to get revives on those, thats all, we still have enough revives for doing the content without that, and again, this is not debatable, thats just a fact, you can be angry about it, but it is just true.

    I agree with this for the most part.

    For example, my exploration of act 6 back in the day was funded mostly through arena grinding. However, the paths were nowhere near as resource draining as EoP Carina’s.

    3.2.6 is definitely a loophole. However the solution from Kabam is not balanced and the explanation appears disingenuous at best.

    Personally I do not believe endlessly spamming a quest for infinite revives is healthy for the game.
    But if content is being pushed out that needs hundreds of revives to max out rewards, there has to be more access to earn revives in game and store in inventory than the solution put forward.

    Let’s not kid ourselves Kabam don’t want Summoners to push through content as quick as it’s released. They just want those Summoners to pay through the nose for it.
    Which is fair enough, we need them to make money or there’s no game.
    There should be an opportunity for those who play the game a lot but don’t have time to endlessly grind or pay through the nose to finish this type of content within a timeframe the rewards haven’t depreciated so much in value it makes completing the content not worth the effort.
    Completely agree with you, thats what I stated couple pages before, the change they want to do is nice, but it has to be balanced, I gave some examples of how the Daily Quest could work.

    But I think they should wait a little bit till they fix the bugs so people doesnt rely that much on revives because the AI or the inputs have a lot of issues.

    Another solution could be putting revives on 20 units instead of 40 till the bugs get fixed as a temporary tweak, that would be quite balanced.
  • GiuliameijGiuliameij Posts: 1,849 ★★★★
    DNA3000 said:

    Nocko said:

    It is WILD to me that people are honestly trying to pretend this move isnt motivated by trying to get summoner's to spend more.

    If this was about stopping people being able to revive through difficult content, as they claim and as DNA and GW claim, the very obvious and clear solution to this problem would be item caps on Everest content.

    Since people keep bringing this up as proof that Kabam's announcement was not made in good faith, we should address this directly. Let's refresh our memory of what was actually stated in the announcement:


    This frenzied revive farming trivializes difficult content like Carina’s Challenges and Eternity of Pain because Summoners simply spam revives. For us to allow what is effectively a loophole for these challenging pieces of content, we would have to dilute rewards given from that content, and that is not something we want to do.


    Now, when Kabam designs end game content, there are a number of different variables that have to get balanced between themselves. First of all, what's the point even of "Everest Content?" It isn't normal progressional content. It isn't content that is intended for the average player to be necessarily able to complete. Not even the average end game player. It is intended to be a challenge that most people fail, at least the first time. It is intended to stand there as a test for end game players to attempt to conqueror when they've done everything else. It is not a stepping stone to something else: you don't climb Everest to reach the ladder that takes you to the Moon.

    Although the intent is for the content to not be a stepping stone to something else, it inevitably is in an indirect sense, because you have to provide sufficient rewards to entice players to tackle it (usually, but that discussion is a separate thing entirely). What could possibly entice end game players who have done everything and also mostly have everything? It has to be a reward difficult or impossible to get anywhere else.

    But if we place rewards like that in the content, it *must* be sufficiently difficult that very few players can actually complete it, at least initially. That number can slowly grow over time, but if it is too high, those rewards become economy distorting. So we increase the difficulty of the content high enough so that only the strongest players with the strongest rosters and the best strategy can complete it.

    What about revives? If players use revives, they can lower the difficulty. To some degree, that's fine, but beyond a certain point unlimited use of revives lowers the difficulty too low. So just cap the number of revives and call it a day, right?

    Cap them to what? If we make the cap very low, then it is possible that the vast majority of players will *never* attempt the content ever. That's problematic because there are only so many dev hours in the day. You presume that even Everest content will be done by the top 1% of 1%, but eventually that number will grow to the top 1% or maybe top 5%, because it is otherwise impossible to cost justify having a team of developers work on content only a few dozen players will ever complete.

    You also have to consider monetization of the game. While you don't *want* players to just spend their way through, if players are consistently prevented from spending where *they* feel its appropriate, you will threaten the revenue base of the game. To repeat: you don't *want* them to spend, but you can't *completely block* their spending. So where you place the cap is an extremely complex question, and one that will have to be revisited with every piece of content you make.

    You might say, well this is easy, just do X. Nope, that's not how this works. Kabam is not a hive mind, Kabam is a company with different developers in charge of different things with different ideas and different responsibilities. If you want to implement an item cap on Everest content, you will have to justify that specific cap. You will have to convince the content designers that that cap is appropriate for that content. You will have to convince the game economy people that it is consistent with the game economy, and the monetization people that it is not one too many straws on the monetization camel's back. There are a lot of people who have a say in how an item cap will affect all parts of the game, and they all don't have to agree with you. And you will have to do this over and over again with every piece of content you create.

    Even *if* they wanted to implement an item cap, that's not straight forward or easy. And you still have the question hanging out there "why do we have an easy to autopilot infinite revive farm in the game?" It isn't just affecting Everest content, that's just the most obvious and most detrimental symptom. If you're going to tackle that symptom anyway, why not tackle it at its source, and eliminate all side effects simultaneously?

    So just because they didn't implement an item cap, doesn't prove they have other motives than the stated one, and doesn't prove its about making money. It just proves this is a complex balancing problem, like most balancing problems, and the *obvious* solution was to tackle it at the source.

    Well, they sort of decided on what is an appropriate amount of revives to have at a single time. By creating a quest where you can get the items in combination with other (non unit) ways. When piece a content comes out cap it at the amount you can get for free right now. Over time, increase the cap so more peopel can do it with less skill required. Rewards will have less value at that time and this the balance of top 1% of top 1% is still there, and the 1% to 5% will get there as the cap increases and their rosters might have become better.
    There are already many places that have item caps, so I guess they can choose to.
    And if it so happens that a cap is set too low. Because nobody, or very very very few people complete the content. Raise it.
    When a cap is decided, it does not mean it can never be changed.
    They change energy requirements. Nerf content like act 6. Changing the item cap over time is no different.
  • MackeyMackey Posts: 1,534 ★★★★★
    edited March 2023

    Mackey said:

    Man how much time are people spending farming revives? Kabam has probably gone too far in this adjustment, but maybe they saw people spending full days of playing time just running one crappy little story path and want folks to branch out. I mean yeah, money too of course, but when I see "spent 6 hours farming" I'm out.

    I suspect they've taken the worst cases and applied that to the whole player base
    Lol you
    Mackey said:

    Man how much time are people spending farming revives? Kabam has probably gone too far in this adjustment, but maybe they saw people spending full days of playing time just running one crappy little story path and want folks to branch out. I mean yeah, money too of course, but when I see "spent 6 hours farming" I'm out.

    I suspect they've taken the worst cases and applied that to the whole player base
    Tbf I think you're the one who said you farmed for 6 hours
    Yeah when I couldn't play the game as I had 1 arm lol but even then it yielded approx 20 revives ... not a lot in the grand scheme of things now is it.

    6 hours of arena would be much more unbalanced than 20 revives in 6 hours 😂
  • MackeyMackey Posts: 1,534 ★★★★★

    Mackey said:

    Man how much time are people spending farming revives? Kabam has probably gone too far in this adjustment, but maybe they saw people spending full days of playing time just running one crappy little story path and want folks to branch out. I mean yeah, money too of course, but when I see "spent 6 hours farming" I'm out.

    I suspect they've taken the worst cases and applied that to the whole player base
    Lol you
    Mackey said:

    Man how much time are people spending farming revives? Kabam has probably gone too far in this adjustment, but maybe they saw people spending full days of playing time just running one crappy little story path and want folks to branch out. I mean yeah, money too of course, but when I see "spent 6 hours farming" I'm out.

    I suspect they've taken the worst cases and applied that to the whole player base
    Tbf I think you're the one who said you farmed for 6 hours
    Also you've completely missed my point ... the point was that one could spend hours upon hours (like I have .... once) farming but they don't get as many revives as kabam is making out as its not a guarantee that you'll get a revive in the quest everytime you enter it.
  • GroundedWisdomGroundedWisdom Posts: 36,193 ★★★★★
    Mackey said:

    Time is money....when people are milking a valuable Resource in the game that's meant to help newer Players? I find that to be a bit ignorant to the actual in-game value of those.
    Also, someone can Grind the Units to do that with 0 dollars. So no one HAS to spend.

    So what you're saying is, it's perfectly fine for one to grind area and farm units (let's be fair that's why people grind arena) and spam revives with the units but it's not OK for people to spend the same amount of time farming revives from 3.2.6?

    You're going on like we hit 1 button to farm 1 revive in 3.2.6 when in reality it's not that fast. If we can't farm revives by ingame content then we shouldn't be allowed to farm the units in arena
    People actually invest time and energy into the Arena. They play the Fights to win the Units. They don't Auto-Play on repeat.
  • GroundedWisdomGroundedWisdom Posts: 36,193 ★★★★★
    Mackey said:

    Mackey said:

    Time is money....when people are milking a valuable Resource in the game that's meant to help newer Players? I find that to be a bit ignorant to the actual in-game value of those.
    Also, someone can Grind the Units to do that with 0 dollars. So no one HAS to spend.

    So what you're saying is, it's perfectly fine for one to grind area and farm units (let's be fair that's why people grind arena) and spam revives with the units but it's not OK for people to spend the same amount of time farming revives from 3.2.6?

    You're going on like we hit 1 button to farm 1 revive in 3.2.6 when in reality it's not that fast. If we can't farm revives by ingame content then we shouldn't be allowed to farm the units in arena
    People actually invest time and energy into the Arena. They play the Fights to win the Units. They don't Auto-Play on repeat.
    So one doesn't invest time and energy into farming 3.2.6? Last I checked you have to allocate your time to it AND lose energy in order to do it. Fair trade off.

    Fair enough, you can't auto play arena but that's the only difference. So why not just remove the ability to auto play acts 1-3, the autoplay doesn't help the new players that are at level anyway as they'll just die, the only people the autopsy helps in this aspect are the bigger accounts that are 3 hits and KO
    Yes, and those Revives were included to help those newer Players, not to be taken advantage of by people doing higher content.
    As for time and energy, "Enter Auto Repeat" isn't the same as actually playing the game.
  • MackeyMackey Posts: 1,534 ★★★★★

    Mackey said:

    Mackey said:

    Time is money....when people are milking a valuable Resource in the game that's meant to help newer Players? I find that to be a bit ignorant to the actual in-game value of those.
    Also, someone can Grind the Units to do that with 0 dollars. So no one HAS to spend.

    So what you're saying is, it's perfectly fine for one to grind area and farm units (let's be fair that's why people grind arena) and spam revives with the units but it's not OK for people to spend the same amount of time farming revives from 3.2.6?

    You're going on like we hit 1 button to farm 1 revive in 3.2.6 when in reality it's not that fast. If we can't farm revives by ingame content then we shouldn't be allowed to farm the units in arena
    People actually invest time and energy into the Arena. They play the Fights to win the Units. They don't Auto-Play on repeat.
    So one doesn't invest time and energy into farming 3.2.6? Last I checked you have to allocate your time to it AND lose energy in order to do it. Fair trade off.

    Fair enough, you can't auto play arena but that's the only difference. So why not just remove the ability to auto play acts 1-3, the autoplay doesn't help the new players that are at level anyway as they'll just die, the only people the autopsy helps in this aspect are the bigger accounts that are 3 hits and KO
    Yes, and those Revives were included to help those newer Players, not to be taken advantage of by people doing higher content.
    As for time and energy, "Enter Auto Repeat" isn't the same as actually playing the game.
    So, like I said, remive the auto fight. The auto fight doesn't help the new player anyway. Problem solved
  • Midknight007Midknight007 Posts: 764 ★★★

    Mackey said:

    Time is money....when people are milking a valuable Resource in the game that's meant to help newer Players? I find that to be a bit ignorant to the actual in-game value of those.
    Also, someone can Grind the Units to do that with 0 dollars. So no one HAS to spend.

    So what you're saying is, it's perfectly fine for one to grind area and farm units (let's be fair that's why people grind arena) and spam revives with the units but it's not OK for people to spend the same amount of time farming revives from 3.2.6?

    You're going on like we hit 1 button to farm 1 revive in 3.2.6 when in reality it's not that fast. If we can't farm revives by ingame content then we shouldn't be allowed to farm the units in arena
    People actually invest time and energy into the Arena. They play the Fights to win the Units. They don't Auto-Play on repeat.
    Autoplay was introduced to allow higher-end players that find it tedious to complete lower end content like low end EQ for farming resources from lower story maps. If I am not mistaken it was the main theme when it was introduced. The issue was that people were using it as intended in a map that had “higher than intended drop rates.”

    Some were probably abusing it, sure. But not everyone. Some were being responsible with their farming. I know many that were farming ROL for pots.
This discussion has been closed.