**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
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And a good chunk of the players that were setting up to do it with 100+ revives will eventually grow sufficiently to tackle it with less than that. So the players we are alienating are the players who a) need vastly more than 70 revives to do a piece of content, b) won't ever grow to need less revives, and c) must complete that content immediately or in the near future or they will refuse to continue playing the game.
If that's more than 0.5% of the playerbase I'll eat my hat.
I don't think the content design goals look like anything players are imagining them to look like. I imagine players are thinking that the content is designed to "take so many revives" and anyone who spends more is spending more than intended, and anyone who spends less is doing better than they expected.
That's almost certainly *not* how the content is designed. There's no specific expectation of resource usage for any one player. Rather, they expect a certain percentage of the target player group to beat it, and a certain percentage to fail to complete it. They expect harder content to have more resources spent on it than easier content, not because they are trying to make hard content that eats resources from players, but because that's part of the *definition* of harder content. If the rewards are desirable and the content is harder, players will spend more to complete it because they will be willing to do so.
So the targets are more likely to be statistical, and due to their interrelated nature with other factors, unlikely to be meaningful without context. You'd need to know what the intended target of the content was, what the histographical distribution of that target audience was within the playerbase, the historical tendencies of those players to tackle similar content, among other things to give the design goals sufficient background. Some of which will be proprietary, and some of which will not be in an exportable form.
In over 7 years of playing this game, there has never been a source of Revs and Pots that paid out like that farm. People can debate that the content demands it, but in all those years, we've never seen numbers of people push through the highest content like we have as of late. You don't need back-end data to see that. You have people sharing their progress in a number of outlets.
Further to that, you have YouTube and other social media venues sharing information, as they do. Which is great. It's as it should be. When you have something like this, it becomes an increasingly compounded problem. More and more people just brute force through the content with an abnormal amount of Revives. As much as it seems somehow exclusive, that many people aren't meant to do the highest challenge right away. That's dangerous for the game design and it's unhealthy for the overall progress of Players because you end up with a top-heavy demographic and a rush for balancing and further content. Then we have issues like large numbers of Players at varying levels of progress all trying to get what they need in the same bubble.
That amount of farming Resources has never been intended. It might as well be said directly rather than split hairs about what the objectives actually are.
People are either at the point where they can do it as efficiently as possible, or they need to work towards it. What isn't a part of the design is allowing as many people as possible to do it all at once because that's not the intent of "Everest" content. It's exclusive by design.
Feel free to click the Disagree, but someone has to be realistic.
Could their compromise use some work? Absolutely. But you're delusional if you think keeping the old revive system in place is remotely healthy for the game going forward.
Fighting is a hige part of the game and something I enjoy a lot, but Arena is just such an annoying mode, make it more accessible
2 lv1 for 1 lv2 revive, 2 lv2 for 1 lv3. Add in team revives too, 3-4 singles for 1 team.
Same with potions and attack/health/champion boosts, sig stones.
Second, do you have any idea what "revenue" means? It's a terrible number to throw around when you're trying to value a company. A company could have 100 billion in revenue, if they have 101 billion in expenses they're losing money.
Lastly you want to pull a slide from Seatin's video that shows basically nothing. He came up with what, ~150k salary per employee? That's not an accurate number, as a good sum of that will be to higher level employees, so the average employee will likely be under 100k. Based on where Kabam has offices, and the line of work, that is not anything out of the ordinary. Realistically 100k for a software engineer is, in many places, very underpaid.
Seatin's video is catering to kids who play a mobile game or people that simply don't understand the economic world and trying to get them with a shock factor of "omg $150k per person they're so greedy." Continue to complain all you want because you don't like that a business making money means you aren't always 100% happy with what their decisions are. I could care less at this point - the internet is always going to be mad about something.
That being said, does the section "In-Development Content is at Risk" not sit well with anyone else? Perhaps I'm getting the wrong take away but it seemed to me that if we don't suck it up and people stop complaining about the coming nerf, then Kabam will stop producing any meaningful content for players because it's a net loss. I'm by no means a game design expert but it seems to be cutting content would kill the game even faster. Mcoc isn't perfect but it's still something I personally enjoy playing and have made some incredible friends over the years because of it. It just seems rather passive aggressive to threaten to cut content.
I'm not talking about in terms of the reaction. The game had to change direction at that time because they came to an impass for content. With the old percentage-based System and the original God Tier, they couldn't design any content that posed a challenge. I mean quite literally. Those Champs bypassed anything. Which led them to not only change the Champions, but the entire system.
People feel a certain way about that whole situation and we still hear echos of it within the community, but the game itself would not have continued for very long without it. Considering we've had a good number of years after that, I'd say that proved itself true.
Sure, I will never be able to storm through Carinas challenges one after the other, but I don’t think the intend was in there for anyone to storm through them UNLESS, yes, they bought with actual cash those revives.
In their announcement pretty much they disclose that high end content does not have the profitability they designed it to have. And that is both honest and completely understandable for a company. We are in here for the entertainment. They are I here for the money. I understand and respect that.
The original announcement for the removal of the revive farming, did exactly that: took away the fighting chance of FTP players and low spenders to keep up with the game economy and progression. It widened the gap too much, at least for my personal idea of how close it should be. At least now they are giving FTP and low spenders a fighting chance. That’s all I was asking for.