Thanks for letting us know that something else is time locked! As if the timelocked Side Quest wasn't enough 😑 They know that they need to stop the nonsense.
Time locked side quests or rewards are a way to lure non daily or rare logging in players, into more frequent logging. It's an effective practice amongst online games to maintain or increase activity. But, as most things it has it's downsides. In this case, the downside is that as a side effect the timers are annoying to the daily active players that would log in anyway. Kabam probably weighted things out and estimated that is worth "annoying" a bit the community, in order to keep or raise the playerbase. I can understand where they come from, but that doesn't make the time locks less frustrating 😠
You can essentially say the same thing about dying in content. No one likes having their champions die, but removing dying would only make some players happy for a short period of time. It would also quickly make the game pointless for the vast majority of players, to the detriment of the game as a whole.
The fact that the players want those rewards is not a bad thing. The fact that most players want those rewards immediately is also not a bad thing. If the game didn't create things players wanted no one would play it. But a good game doesn't give players everything they want. A good game doesn't accede to all of its players demands. Frustration, at least to some degree, is inevitable in any reasonably good game, because frustration is when you want but can't have. And all good games have things players want but can't have, at least in the short term.
Player frustration is not a good thing unto itself. But it is an unavoidable side effect of other things good games try to achieve.
does this event gives only 100t2 primordial dust ? if not then where is the rest of it
I don't think they intend for you to Ascend a 6* every single month. So this makes sense. There is no "rest of it"
And that’s the biggest mistake from the game team. With this pace by the time we will have a descent number of ascended 6*, they would already be irrelevant, since we will have been deeply in the 7* meta. Already players start not bother spending resources in 6*s since the max you can have for most of them is r5, and you won’t be able to ascend them with so scarce tier2 primordial dust is.
does this event gives only 100t2 primordial dust ? if not then where is the rest of it
I don't think they intend for you to Ascend a 6* every single month. So this makes sense. There is no "rest of it"
And that’s the biggest mistake from the game team. With this pace by the time we will have a descent number of ascended 6*, they would already be irrelevant, since we will have been deeply in the 7* meta. Already players start not bother spending resources in 6*s since the max you can have for most of them is r5, and you won’t be able to ascend them with so scarce tier2 primordial dust is.
Why can’t the requirements for milestones somehow lineup with the time delay so it would take a little bit of time to reach those milestones then players might not feel so bad being able to see what they can’t claim yet because they have yet to reach the milestone anyways. Just a suggestion
Thanks for letting us know that something else is time locked! As if the timelocked Side Quest wasn't enough 😑 They know that they need to stop the nonsense.
Nah, weekly locked SQ is right and was a needed change. We get 7 entry keys is day 1 every week, easier to manage SQ. The daily lock was bs. I don't have much issues with locked dust either. Coming from 3 months of waiting to get morbin. We Could have bought 7* in single purchase too. Now we wait 20 days.......
Thanks for letting us know that something else is time locked! As if the timelocked Side Quest wasn't enough 😑 They know that they need to stop the nonsense.
Time locked side quests or rewards are a way to lure non daily or rare logging in players, into more frequent logging. It's an effective practice amongst online games to maintain or increase activity. But, as most things it has it's downsides. In this case, the downside is that as a side effect the timers are annoying to the daily active players that would log in anyway. Kabam probably weighted things out and estimated that is worth "annoying" a bit the community, in order to keep or raise the playerbase. I can understand where they come from, but that doesn't make the time locks less frustrating 😠
You can essentially say the same thing about dying in content. No one likes having their champions die, but removing dying would only make some players happy for a short period of time. It would also quickly make the game pointless for the vast majority of players, to the detriment of the game as a whole.
The fact that the players want those rewards is not a bad thing. The fact that most players want those rewards immediately is also not a bad thing. If the game didn't create things players wanted no one would play it. But a good game doesn't give players everything they want. A good game doesn't accede to all of its players demands. Frustration, at least to some degree, is inevitable in any reasonably good game, because frustration is when you want but can't have. And all good games have things players want but can't have, at least in the short term.
Player frustration is not a good thing unto itself. But it is an unavoidable side effect of other things good games try to achieve.
This makes no sense. The right solution is to not let players earn rewards they cannot claim.
Thanks for letting us know that something else is time locked! As if the timelocked Side Quest wasn't enough 😑 They know that they need to stop the nonsense.
Time locked side quests or rewards are a way to lure non daily or rare logging in players, into more frequent logging. It's an effective practice amongst online games to maintain or increase activity. But, as most things it has it's downsides. In this case, the downside is that as a side effect the timers are annoying to the daily active players that would log in anyway. Kabam probably weighted things out and estimated that is worth "annoying" a bit the community, in order to keep or raise the playerbase. I can understand where they come from, but that doesn't make the time locks less frustrating 😠
You can essentially say the same thing about dying in content. No one likes having their champions die, but removing dying would only make some players happy for a short period of time. It would also quickly make the game pointless for the vast majority of players, to the detriment of the game as a whole.
The fact that the players want those rewards is not a bad thing. The fact that most players want those rewards immediately is also not a bad thing. If the game didn't create things players wanted no one would play it. But a good game doesn't give players everything they want. A good game doesn't accede to all of its players demands. Frustration, at least to some degree, is inevitable in any reasonably good game, because frustration is when you want but can't have. And all good games have things players want but can't have, at least in the short term.
Player frustration is not a good thing unto itself. But it is an unavoidable side effect of other things good games try to achieve.
This makes no sense. The right solution is to not let players earn rewards they cannot claim.
It makes a lot of sense, if your goal is to provide a less stringent requirement for players to earn rewards. Under your brilliant design rule, players could only earn rewards after they weee claimable, which means any effort they put towards that reward that would have counted before it was claimable would now no longer count. Which means to honor your rule, most players would have to do more work and some would get less rewards. It is in this case an unnecessary player penalty.
We can penalize players with harsher requirements than intended, or we can frustrate players with impulse control issues. That’s an easy choice for me personally. Anyone who thinks that design choice makes no sense I hope to never encounter one of their designs in real life.
So regarding to Mikes answer this is the better option to avoid all the complaints like „I missed 50 Pts for the new Event because I did my BG Objectives the day before already and the lazy people got more Pts now … THIS IS UNFAIR!!!“ (Cap‘s Commissary threads).
Many players will get done with it on the very first day it's released and then they will complain there is nothing to do in game anymore whole month.That's why they had to come up with this.
This keeps being regurgitated and makes absolutely no sense.
Some players will always complain about having nothing to do, this doesn't change that.
Locking rewards does not give people "something to do" aside from collect rewards. There's no more content than there would be if the rewards were not locked. It increases the frequency of them feeling like there's nothing to do. Because they're the type of player who won't go do Arena, or repeat play quest content, BGs, Incursions, etc...
There is always content for people to do. Always. The argument that this will prevent people from complaining holds absolutely no merit. If everything I just said doesn't convince you then let me ask: Have people stopped complaining about having nothing to do? Nope.
The change from daily to weekly is appreciated. But the ropes for the Catacombs aren't being time-locked because of people complaining that they will have nothing to do. They're being locked because people would waste all of their entries on Week 1 and then complain that they didn't get the other three chests because they weren't patient enough to wait.
It actually hurts me that Kabam feels like they have to regulate this for us. I will always say Kabam shouldn't be (read: shouldn't have to) manage that for us, it's our responsibility. Clearly though, this is just simpler as it shifts the complaints away from: "I didn't read your very clear instructions and wasted all my entries, compensate me!".
Now, they could also just change the structure of the SQ itself, so it wasn't weekly and we didn't need to use ropes in different quests. But they clearly want to stretch these out across the month rather than let us do it all day one. So in that context, waiting for ropes until the next week becomes available makes perfect sense and is objectively the best approach - I 100% agree.
The rewards though, that's the part that doesn't quite sit right with me. It doesn't make sense to gate collection of the rewards and to have it follow a similar time as the ropes. They aren't rewards connected to the completion of the catacombs, they're related to the completion of something else. Waiting to collect an ISO brick, gold, shards or some rank materials that aren't even related to the SQ doesn't make sense. Waiting to collect the gold rewards on a double-track, when we can collect the plat rewards immediately and many people have paid money to progress the track which equates to access for those rewards without having to do the challenges also does not make sense.
The two are mutually exclusive. The regulation of entries and the collection of rewards (specifically when they're not even related to each other).
Clearly though, Kabam will not be moving away from this. I just really want them to stop trying to present it all (specifically the collection of rewards) as connected and something that benefits the players and something we want.
Separately from all of that though, thank you Kabam for constantly creating this content for us. I may disagree with approaches on things like the above, but I absolutely appreciate the constant flow of content. Regardless of what some say: There is always something to do in this game and it is both my favourite and longest lasting mobile game.
Comments
The fact that the players want those rewards is not a bad thing. The fact that most players want those rewards immediately is also not a bad thing. If the game didn't create things players wanted no one would play it. But a good game doesn't give players everything they want. A good game doesn't accede to all of its players demands. Frustration, at least to some degree, is inevitable in any reasonably good game, because frustration is when you want but can't have. And all good games have things players want but can't have, at least in the short term.
Player frustration is not a good thing unto itself. But it is an unavoidable side effect of other things good games try to achieve.
With this pace by the time we will have a descent number of ascended 6*, they would already be irrelevant, since we will have been deeply in the 7* meta.
Already players start not bother spending resources in 6*s since the max you can have for most of them is r5, and you won’t be able to ascend them with so scarce tier2 primordial dust is.
No.
I don't have much issues with locked dust either. Coming from 3 months of waiting to get morbin. We Could have bought 7* in single purchase too.
Now we wait 20 days.......
People really need to move away from the "I don't like it, therefore it is the WORST. THING. EVAR!!!" mentality. This is really not that big a deal.
We can penalize players with harsher requirements than intended, or we can frustrate players with impulse control issues. That’s an easy choice for me personally. Anyone who thinks that design choice makes no sense I hope to never encounter one of their designs in real life.
Yeah, it is the better system objectively.
Some players will always complain about having nothing to do, this doesn't change that.
Locking rewards does not give people "something to do" aside from collect rewards. There's no more content than there would be if the rewards were not locked. It increases the frequency of them feeling like there's nothing to do. Because they're the type of player who won't go do Arena, or repeat play quest content, BGs, Incursions, etc...
There is always content for people to do. Always. The argument that this will prevent people from complaining holds absolutely no merit. If everything I just said doesn't convince you then let me ask: Have people stopped complaining about having nothing to do? Nope.
The change from daily to weekly is appreciated. But the ropes for the Catacombs aren't being time-locked because of people complaining that they will have nothing to do. They're being locked because people would waste all of their entries on Week 1 and then complain that they didn't get the other three chests because they weren't patient enough to wait.
It actually hurts me that Kabam feels like they have to regulate this for us. I will always say Kabam shouldn't be (read: shouldn't have to) manage that for us, it's our responsibility. Clearly though, this is just simpler as it shifts the complaints away from: "I didn't read your very clear instructions and wasted all my entries, compensate me!".
Now, they could also just change the structure of the SQ itself, so it wasn't weekly and we didn't need to use ropes in different quests. But they clearly want to stretch these out across the month rather than let us do it all day one. So in that context, waiting for ropes until the next week becomes available makes perfect sense and is objectively the best approach - I 100% agree.
The rewards though, that's the part that doesn't quite sit right with me. It doesn't make sense to gate collection of the rewards and to have it follow a similar time as the ropes. They aren't rewards connected to the completion of the catacombs, they're related to the completion of something else. Waiting to collect an ISO brick, gold, shards or some rank materials that aren't even related to the SQ doesn't make sense. Waiting to collect the gold rewards on a double-track, when we can collect the plat rewards immediately and many people have paid money to progress the track which equates to access for those rewards without having to do the challenges also does not make sense.
The two are mutually exclusive. The regulation of entries and the collection of rewards (specifically when they're not even related to each other).
Clearly though, Kabam will not be moving away from this. I just really want them to stop trying to present it all (specifically the collection of rewards) as connected and something that benefits the players and something we want.
Separately from all of that though, thank you Kabam for constantly creating this content for us. I may disagree with approaches on things like the above, but I absolutely appreciate the constant flow of content. Regardless of what some say: There is always something to do in this game and it is both my favourite and longest lasting mobile game.
Thank you.