it begs the question ... why "end game" content is so streamlined to cater to the 1% of gamers. Necropolis .. although difficult ... allowed everyone in despite level of skill .. the fights were not cash grabs and rewarded skill vs throwing something that 100% will require Unit Man from even the most skilled.
I just don't get it. There are ways to create difficulty and make it fun .. it's been done. And you'd think the constant community feedback and uproar would be useful for future content but nope. We keep hitting the wall.
Not all end game content targets the same players. It has been a long time since we have created something that will truly challenge our best players in an aspirational way. Necropolis was done itemless within a few days, and many thousands of players have already explored it. I personally am not a Master tier AW players and I was able to explore it without spending a single Unit. And don't get me wrong, it's an awesome piece of content, and I love it, but it's not something that created any sort of long-term challenge for our best players.
A few months ago I challenged one of our content creators to complete Necropolis using only ducks, a challenge for literally a single person. We are allowed to create content that challenges our best players. We know these challenges do that, and it's why the rewards are structured as they are. The only reward that can be considered remotely mandatory is the Deathless King Groot piece, and it should be easier to access than a number of other Deathless pieces that have been distributed. Everything else is there for players who want to take on the challenge. Those that don't want the challenge can safely skip it.
Personally, I'm very happy there is something in the game for me to work towards like this. I already have a R5 Zemo so I will be working on that challenge and the Kangs ASAP. The other three, I'm going to work towards. Probably will wait to pull a 7* Jabari and dupe my 7* Mojo. Once that happens I will take my time and spend a couple weeks preparing the consumables to give it a go. And there is nothing wrong with it taking time. I know it will be waiting for me when I'm ready.
Please tell me where I can earn 200 revives in only a couple of weeks
it begs the question ... why "end game" content is so streamlined to cater to the 1% of gamers. Necropolis .. although difficult ... allowed everyone in despite level of skill .. the fights were not cash grabs and rewarded skill vs throwing something that 100% will require Unit Man from even the most skilled.
I just don't get it. There are ways to create difficulty and make it fun .. it's been done. And you'd think the constant community feedback and uproar would be useful for future content but nope. We keep hitting the wall.
Not all end game content targets the same players. It has been a long time since we have created something that will truly challenge our best players in an aspirational way. Necropolis was done itemless within a few days, and many thousands of players have already explored it. I personally am not a Master tier AW players and I was able to explore it without spending a single Unit. And don't get me wrong, it's an awesome piece of content, and I love it, but it's not something that created any sort of long-term challenge for our best players.
A few months ago I challenged one of our content creators to complete Necropolis using only ducks, a challenge for literally a single person. We are allowed to create content that challenges our best players. We know these challenges do that, and it's why the rewards are structured as they are. The only reward that can be considered remotely mandatory is the Deathless King Groot piece, and it should be easier to access than a number of other Deathless pieces that have been distributed. Everything else is there for players who want to take on the challenge. Those that don't want the challenge can safely skip it.
Personally, I'm very happy there is something in the game for me to work towards like this. I already have a R5 Zemo so I will be working on that challenge and the Kangs ASAP. The other three, I'm going to work towards. Probably will wait to pull a 7* Jabari and dupe my 7* Mojo. Once that happens I will take my time and spend a couple weeks preparing the consumables to give it a go. And there is nothing wrong with it taking time. I know it will be waiting for me when I'm ready.
Love the response. After watching streams it seems like the only challenge that's going to be a pain is the tigra one and even that won't be terrible...maybe even fun
it begs the question ... why "end game" content is so streamlined to cater to the 1% of gamers. Necropolis .. although difficult ... allowed everyone in despite level of skill .. the fights were not cash grabs and rewarded skill vs throwing something that 100% will require Unit Man from even the most skilled.
I just don't get it. There are ways to create difficulty and make it fun .. it's been done. And you'd think the constant community feedback and uproar would be useful for future content but nope. We keep hitting the wall.
Not all end game content targets the same players. It has been a long time since we have created something that will truly challenge our best players in an aspirational way. Necropolis was done itemless within a few days, and many thousands of players have already explored it. I personally am not a Master tier AW players and I was able to explore it without spending a single Unit. And don't get me wrong, it's an awesome piece of content, and I love it, but it's not something that created any sort of long-term challenge for our best players.
A few months ago I challenged one of our content creators to complete Necropolis using only ducks, a challenge for literally a single person. We are allowed to create content that challenges our best players. We know these challenges do that, and it's why the rewards are structured as they are. The only reward that can be considered remotely mandatory is the Deathless King Groot piece, and it should be easier to access than a number of other Deathless pieces that have been distributed. Everything else is there for players who want to take on the challenge. Those that don't want the challenge can safely skip it.
Personally, I'm very happy there is something in the game for me to work towards like this. I already have a R5 Zemo so I will be working on that challenge and the Kangs ASAP. The other three, I'm going to work towards. Probably will wait to pull a 7* Jabari and dupe my 7* Mojo. Once that happens I will take my time and spend a couple weeks preparing the consumables to give it a go. And there is nothing wrong with it taking time. I know it will be waiting for me when I'm ready.
Please tell me where I can earn 200 revives in only a couple of weeks
it begs the question ... why "end game" content is so streamlined to cater to the 1% of gamers. Necropolis .. although difficult ... allowed everyone in despite level of skill .. the fights were not cash grabs and rewarded skill vs throwing something that 100% will require Unit Man from even the most skilled.
I just don't get it. There are ways to create difficulty and make it fun .. it's been done. And you'd think the constant community feedback and uproar would be useful for future content but nope. We keep hitting the wall.
Not all end game content targets the same players. It has been a long time since we have created something that will truly challenge our best players in an aspirational way. Necropolis was done itemless within a few days, and many thousands of players have already explored it. I personally am not a Master tier AW players and I was able to explore it without spending a single Unit. And don't get me wrong, it's an awesome piece of content, and I love it, but it's not something that created any sort of long-term challenge for our best players.
A few months ago I challenged one of our content creators to complete Necropolis using only ducks, a challenge for literally a single person. We are allowed to create content that challenges our best players. We know these challenges do that, and it's why the rewards are structured as they are. The only reward that can be considered remotely mandatory is the Deathless King Groot piece, and it should be easier to access than a number of other Deathless pieces that have been distributed. Everything else is there for players who want to take on the challenge. Those that don't want the challenge can safely skip it.
Personally, I'm very happy there is something in the game for me to work towards like this. I already have a R5 Zemo so I will be working on that challenge and the Kangs ASAP. The other three, I'm going to work towards. Probably will wait to pull a 7* Jabari and dupe my 7* Mojo. Once that happens I will take my time and spend a couple weeks preparing the consumables to give it a go. And there is nothing wrong with it taking time. I know it will be waiting for me when I'm ready.
There’s a key distinction that needs to be made here.
There’s a fine line between the term “difficult” in the sense of challenging in an enticing way and “difficult” in regards to wallowing in ones misery and revive spamming.
And Yes i saw that MSD did it real cheap, but I’m speaking for 98% of this community here, as not all of us have thumbs on our thumbs.
it begs the question ... why "end game" content is so streamlined to cater to the 1% of gamers. Necropolis .. although difficult ... allowed everyone in despite level of skill .. the fights were not cash grabs and rewarded skill vs throwing something that 100% will require Unit Man from even the most skilled.
I just don't get it. There are ways to create difficulty and make it fun .. it's been done. And you'd think the constant community feedback and uproar would be useful for future content but nope. We keep hitting the wall.
Not all end game content targets the same players. It has been a long time since we have created something that will truly challenge our best players in an aspirational way. Necropolis was done itemless within a few days, and many thousands of players have already explored it. I personally am not a Master tier AW players and I was able to explore it without spending a single Unit. And don't get me wrong, it's an awesome piece of content, and I love it, but it's not something that created any sort of long-term challenge for our best players.
A few months ago I challenged one of our content creators to complete Necropolis using only ducks, a challenge for literally a single person. We are allowed to create content that challenges our best players. We know these challenges do that, and it's why the rewards are structured as they are. The only reward that can be considered remotely mandatory is the Deathless King Groot piece, and it should be easier to access than a number of other Deathless pieces that have been distributed. Everything else is there for players who want to take on the challenge. Those that don't want the challenge can safely skip it.
Personally, I'm very happy there is something in the game for me to work towards like this. I already have a R5 Zemo so I will be working on that challenge and the Kangs ASAP. The other three, I'm going to work towards. Probably will wait to pull a 7* Jabari and dupe my 7* Mojo. Once that happens I will take my time and spend a couple weeks preparing the consumables to give it a go. And there is nothing wrong with it taking time. I know it will be waiting for me when I'm ready.
Honest question did you not use a single unit because you farmed revives? From all the chat groups I see the frustration comes from champions required and the removal of revive farming. I'm not complaining about the content difficulty at all and do have the champs to attempt it when I'm ready but I still need to use a lot of rank up material on champs I never use which I'm not sure I want to. My concern is for the 90%ish of the player base that don't have the champs or rank up materials to even attempt the challenges. It could take someone two years to pull the right 7* or 6* champs. I dislike that there's a champion gate for the majority of players. It takes the fun out of the challenge. We saw the backlash from gated content before and was hoping that would never come back because people do get quite angry. I do hope Kabam takes the perceived outrage as just frustration from a passionate player base. No one wants to wait up to 2 years to try content.
As for how many revives it cost me on the submission runs? Less than your average players Necropolis completion path
What will it cost an average player to complete this? More than your average players Necropolis exploration? If that was the goal then job well done I guess!!
Keep making stff aimed to the 1% and chances are you will make money from the 1% only... I'm avg or slightly above... My spending caps at 15 a month, opposed to buying all the deals available during special events...my Google tier went from platinum to silver, the last time i bought units I had 8k now i got about 35k..so I am not scared to revvie spam; but spending no thanks.
Honestly I’m OK with how these netted out. Just makes it clear I’m very likely not going to get this King Groot piece any time soon, so also takes the pressure off sweating WoW. If I get that piece fine, but if there are more fights like this first Abs Man one then I’ll pass.
Actually looking at it again, I had thought you had to do all of the challenges for the piece. Suspect I can pull off the first Lagacy challenge at some point. Just won’t be doing the rest of them.
it begs the question ... why "end game" content is so streamlined to cater to the 1% of gamers. Necropolis .. although difficult ... allowed everyone in despite level of skill .. the fights were not cash grabs and rewarded skill vs throwing something that 100% will require Unit Man from even the most skilled.
I just don't get it. There are ways to create difficulty and make it fun .. it's been done. And you'd think the constant community feedback and uproar would be useful for future content but nope. We keep hitting the wall.
A few months ago I challenged one of our content creators to complete Necropolis using only ducks, a challenge for literally a single person. We are allowed to create content that challenges our best players.
You challenging a player is different than you wondering “is this possible?”. The majority of players will not choose to go in with ducks only. Virtually, anything can be done in the game with enough units and resources (which you can buy with units). The way quest content is created lately, its been a question of “how many resources will you use?” And I’d like to know why that philosophy is so prevalent
@Kabam Crashed Also, you bring up the duck challenge. But you’re forgetting to leave out the part that BG used farmed revives, if the revive farm was nerfed then, there’s no way he would’ve still done it.
This is erroneous logic (a fallacy) as it implies that the current Carinas would be good challenges had the revive farms not been nerfed yet
the fintech's mojo one literally took all of my 50 revs left and half of them were modok being a ****. Yeah...with winter of woe going on , i don't think i will finish the last 3 objectives any time soon
I'd love to see how many revives it takes Fintech to do his own challenge. Whatever that number is, multiply it by 3 or 4 for the average player. I'm not against challenge content, but I'm against unrealistic challenges. The rewards just aren't justifiable with the challenge. Lagacy's challenge actually seems fun and doable, so I'm looking forward to attempting that one.
let's say a team revive is 2 single in MSD run. I'd say multiple it by 6 due to my experience (And the worst part is, unlike MSD, i even healed up hard)
Kinda curious. If we were rating these challenges on a Mojo followers ranking and we started off at 2 million followers, on your initial reaction upon reading the challenges, how many followers would each content creator gain or lose? (Severe run-on sentence sorry) Then come back and edit your responses once you've actually done the challenges. Like to see perspective changes.
I would love to play WOW... don't want to waste so many revievs for just 7* crystal and that 7* selector...after 2-3 month these will be outdated...will do these when I have nothing left to do...with revive orr they are going to expire...
For now WOW is much bigger thing than these garbage reward..
And offcourse these objectives and garbage rewards not on the lagacy, karatemike, fintech..they just did their thier part..m
If we talk about fintech objective i have to complete EOP all 16 annoying defender and then Thanos with jabari and tigra...I don't even know how much resources it will cost me..for single objective then i will get 5k 7* shards...
What a joke...
You do not have to do anything that you don't want to do, and this is not content that is required to progress. Sure, you may feel you need to do one for the Deathless King Groot piece, but you have plenty of time to do that because this is permanent content.
This content is meant to be hard; it's meant to take time and cost you resources or be a hard skill check. We have never said that content needs to be done itemless, and we don't design content on that basis. If you want these rewards, you're either gonna have to be really skilled or be ready to use your stash of revives and potions.
There are plenty of times that you will get rewards for doing absolutely nothing in-game. A pretty juicy Valentine's Day calendar is doing that right now. If you look at this content, which is completely optional and is permanent content that you can take on whenever you want, and think it's not worth your time or resources, then you aren't required to do it.
The game will always have extremely difficult content, just like there always has been. Realm of Legends was completed with 3 and 4-Star Champions with extremely basic abilities. Labyrinth had people using 5-Stars, but the Champions that did it at the time weren't much better. Both of those were done before Revive farming was ever a thing, and having that Everest content, that insane challenge ahead of you, was and continues to be a good thing for the game. It's the same for WoW. People have built their skills and rosters for a while, and they should have something to challenge them and reward them for all of that work.
I get that you might feel that "extremely challenging" should fit a certain description, but that's not really fair. We will always be pushing the envelope on what content can be, whether it's more difficult, or meant for more and more players, or just something whacky and zaney, and it will not always fit your ideal picture of what it could be.
Citing these examples is… rich. ROL was beaten by a guy who literally used an electro and let wolverine beat his face in instead of actually doing the fight. You’re right he didn’t farm revives: He whipped out the credit card the farm you keep farming. LOL was cleared in much the same fashion: by hooking up a star lord to a cash reserve and waddling through. If your insight is to throw money at the problem then the community already knew how to do that. The only reason anyone ever slinked into those pieces of content eventually us because the release cadence was so slow back then that the rewards were relevant for YEARS. This set is borderline dead on arrival. You're giving the hardest challenge in game targeted at the latest stage players 2 basic 7 stars and a 1-2 gem? Seriously?
I would have loved the same difficulty with having to rank up 8 (5stars) to max, instead of having to rank up 8 (6 or 7 stars) and use sooooo many end game resources on irrelevant champs that you will never use again. When you are a valiant player who is trying to keep up with the other valiant/paragon players (especially in Battlegrounds), we have to choose our rank ups very carefully. Ranking up black widow/antman/thor/hawkeye/jabari panther/mojo really hurts our accounts. Tigra/ironman/zemo are the only champs that are easier to spend the rank up resources on. This is why Lagacys challenge was GENIUS, even if it was exactly the same difficulty as Fintechs and Karate Mikes, players would NOT mind it as much because maxing out 8 5stars is reasonable for some side/OPTIONAL challenges, and we wouldn't feel like we are taking away from our end game/battlegrounds rosters (top 30 champs) so much (except for gold and ISO of course).
I think Kabam is getting off too easy and these creators are getting too much hate.
The decision to release this now. After murdering a revive farm, and with a WoW fight up that was released with bugged objectives is a big reason for the anger here.
The other reason for the anger is just how poor these rewards are compared to their cost. Just completely tone deaf to have 0 rank up materials in here to offset the ranks ups
Or even champion Specific rank 4 gems for the bottom tier champs that we HAVE to rank up for these challenges, again Lagacy had the right idea with 1 5star rank up for both his challenges.
The Ducks challenge is a great example btw… this was issued to a FTP player who had access to a revive farm. It is the only reason the challenge was accepted. That doesn’t happen without revive farms. Why should these?
This is very true to say that Carina challenges are worth it in the first year (or 18 months maybe) of when they are introduced. After that the gap between what it costs and the rewards they give is too big. Look at Carina V1 or V2, would you do it today? Even V3 is highly questionable with nowadays ways to get T6/T3 materials. Except for the challenge maybe, why would you do Fintech's in 1 year?
If Kabam put a title and a new relic as a reward fine...but a 7* piece of Deathless KG. They monetized revives, content creators don't pay for revives...we do. It's a bad look all around for both parties. For every 1% player you are making happy, you are losing 20 thru this stuff. A lot of the content this year has NOT been fun, the bugs make it worse. Kabam, you just don't seem to care and Content Creators, we keep losing players like we are. The game is dead, it is dying now. Many long time players in Plat AW rankings as starting to quit, many of my friends already have. Please wake up...this is the alarm
I don't want any of the special 7* champs enough to spend on doing all the challenges. What the F is the point of making super challenging content with zero reward incentive?
5k 7*shards isn't worth all the rank-ups needed plus the consumables, especially with WoW going on all year. It's much smarter to just do Lags' (the only guy who knew the assignment) challenges and forget about Mike and Fin's .
Looking at my roster I currently have: 7* R2 Ironman - Great 7* unawakened Antman - useless 6* R2 Thor 6* R2 BW 6* R1 Hawkeye 6* R1 Antman 6* R2 MOJO 6* R2 Jabari 6* R3 Tigra
I don't even want to think about what it would take to get them all to R4 at minimum.
You challenging a player is different than you wondering “is this possible?”. The majority of players will not choose to go in with ducks only. Virtually, anything can be done in the game with enough units and resources (which you can buy with units). The way quest content is created lately, its been a question of “how many resources will you use?” And I’d like to know why that philosophy is so prevalent
Your question is based on a false premise. By basically any measure content in the game has become less resource intensive for players over time. Story content is much, much less resource intensive than it used to be. Alliance War is much less resource intensive for average players than it used to be since we made revives free. I wasn't around when Abyss was released, but based on what I have heard and data I have seen, Necropolis is less resource intensive than Abyss was when it was released.
So if by "lately" you mean the last week, then sure, the game is more resource intensive than it was in January when there was nothing to do. But if anything our the game has moved in the other directions over time and that's pretty evident both anecdotally and based on the data we have.
One thing we wanted to do this year was release much more content so players always have something to do. Some of it is going to be hard, some of it is going to be easier. It just happens that a couple of the hardest pieces lined up in the schedule. We decided to move forward with the schedule since one of them is permanent and can be done whenever players are ready.
At any rate right now I personally am focused on making sure players have tons of content to do and both short and long-term goals to achieve. There is much, much more coming, most of which won't be this hard.
Here’s a simple idea: it’s only a game. If the game turns from being a game (with the idea of having fun on the downtime) to content that needs to be completed, then it ain’t no game. It’s work. The rewards better be worth it. I don’t do work for free. In this case, the rewards are never going to be worth the effort. This is Volume 1 all over again. I won’t be doing any challenges. I’m happy doing Paragon Gauntlet, SQ, occasional WoW. That’s about it. Time is precious folks. Spend it wisely.
You challenging a player is different than you wondering “is this possible?”. The majority of players will not choose to go in with ducks only. Virtually, anything can be done in the game with enough units and resources (which you can buy with units). The way quest content is created lately, its been a question of “how many resources will you use?” And I’d like to know why that philosophy is so prevalent
Your question is based on a false premise. By basically any measure content in the game has become less resource intensive for players over time. Story content is much, much less resource intensive than it used to be. Alliance War is much less resource intensive for average players than it used to be since we made revives free. I wasn't around when Abyss was released, but based on what I have heard and data I have seen, Necropolis is less resource intensive than Abyss was when it was released.
So if by "lately" you mean the last week, then sure, the game is more resource intensive than it was in January when there was nothing to do. But if anything our the game has moved in the other directions over time and that's pretty evident both anecdotally and based on the data we have.
One thing we wanted to do this year was release much more content so players always have something to do. Some of it is going to be hard, some of it is going to be easier. It just happens that a couple of the hardest pieces lined up in the schedule. We decided to move forward with the schedule since one of them is permanent and can be done whenever players are ready.
At any rate right now I personally am focused on making sure players have tons of content to do and both short and long-term goals to achieve. There is much, much more coming, most of which won't be this hard.
I think you guys really start to lose two key points:
hard and fun: new content can be hard, but it's also supposed to fun. I can't see any fun if someone asks me to use zemo to fight domino (KM will say it's doable, so what? If 99% players hate it, does it really matter if it's doable or not?)
doable and sustainable: I know I repeated myself for many times on the forum. You can't keep releasing content which is just "doable", we certainly can complete a specific content by using up all our resources, AR or WOW or this, but no way for us to keep doing this. You might say if we want to do all those contents, then we should spend. I'm OK to spend a lot of money, but have you ever calculated the real-money cost of these contents? Remember 100 revives is $100, how many people are willing to do that? You can try us, I bet you will not see what you want.
btw, AW is not any cheaper if we want to take it seriously, the only reason it's getting cheaper for many players is because many of us see it as a trash game mode now, rewards sucks and expensive. Do you really want AW to be a trash game mode, is this really what you want?
You challenging a player is different than you wondering “is this possible?”. The majority of players will not choose to go in with ducks only. Virtually, anything can be done in the game with enough units and resources (which you can buy with units). The way quest content is created lately, its been a question of “how many resources will you use?” And I’d like to know why that philosophy is so prevalent
Your question is based on a false premise. By basically any measure content in the game has become less resource intensive for players over time. Story content is much, much less resource intensive than it used to be. Alliance War is much less resource intensive for average players than it used to be since we made revives free. I wasn't around when Abyss was released, but based on what I have heard and data I have seen, Necropolis is less resource intensive than Abyss was when it was released.
So if by "lately" you mean the last week, then sure, the game is more resource intensive than it was in January when there was nothing to do. But if anything our the game has moved in the other directions over time and that's pretty evident both anecdotally and based on the data we have.
One thing we wanted to do this year was release much more content so players always have something to do. Some of it is going to be hard, some of it is going to be easier. It just happens that a couple of the hardest pieces lined up in the schedule. We decided to move forward with the schedule since one of them is permanent and can be done whenever players are ready.
At any rate right now I personally am focused on making sure players have tons of content to do and both short and long-term goals to achieve. There is much, much more coming, most of which won't be this hard.
While I appreciate the effort put into releasing more new content regularly, recent releases like the WoW and Carina Challenges have felt excessively demanding, and they border on mentally taxing rather than enjoyable. A truly engaging experience should offer a balance between difficulty and enjoyment, giving us a sense of accomplishment without inducing excessive stress.
Sure, maybe the topmost players might enjoy these extreme challenges, but I feel like it's essential to consider the broader player base as well. Intensely difficult content risks alienating a significant portion of the community and cause a lot of frustration instead of engagement. If these challenges are primarily for the enjoyment of those topmost players, maybe they could be released as optional, high-level challenges with trophy titles and profile pics, rather than as a global community event.
I sincerely hope that content releases from here on out can prioritize player enjoyment over pure difficulty and grind. A well-designed challenge should be rewarding and satisfying to overcome, and these new challenges make MCOC feel more like a chore than a game.
I did the lags 7.3.6 challenge. It was fair and you can do it with a few revives and health pots. I don’t expect I’ll try the other two sets of challenges, I’m saving unit man for 8.4.
Comments
There’s a fine line between the term “difficult” in the sense of challenging in an enticing way and “difficult” in regards to wallowing in ones misery and revive spamming.
And Yes i saw that MSD did it real cheap, but I’m speaking for 98% of this community here, as not all of us have thumbs on our thumbs.
I'm avg or slightly above... My spending caps at 15 a month, opposed to buying all the deals available during special events...my Google tier went from platinum to silver, the last time i bought units I had 8k now i got about 35k..so I am not scared to revvie spam; but spending no thanks.
Actually looking at it again, I had thought you had to do all of the challenges for the piece. Suspect I can pull off the first Lagacy challenge at some point. Just won’t be doing the rest of them.
This is erroneous logic (a fallacy) as it implies that the current Carinas would be good challenges had the revive farms not been nerfed yet
The decision to release this now. After murdering a revive farm, and with a WoW fight up that was released with bugged objectives is a big reason for the anger here.
The other reason for the anger is just how poor these rewards are compared to their cost. Just completely tone deaf to have 0 rank up materials in here to offset the ranks ups
Passing is so much easier that way
After that the gap between what it costs and the rewards they give is too big.
Look at Carina V1 or V2, would you do it today?
Even V3 is highly questionable with nowadays ways to get T6/T3 materials.
Except for the challenge maybe, why would you do Fintech's in 1 year?
5k 7*shards isn't worth all the rank-ups needed plus the consumables, especially with WoW going on all year. It's much smarter to just do Lags' (the only guy who knew the assignment) challenges and forget about Mike and Fin's .
Looking at my roster I currently have:
7* R2 Ironman - Great
7* unawakened Antman - useless
6* R2 Thor
6* R2 BW
6* R1 Hawkeye
6* R1 Antman
6* R2 MOJO
6* R2 Jabari
6* R3 Tigra
I don't even want to think about what it would take to get them all to R4 at minimum.
So if by "lately" you mean the last week, then sure, the game is more resource intensive than it was in January when there was nothing to do. But if anything our the game has moved in the other directions over time and that's pretty evident both anecdotally and based on the data we have.
One thing we wanted to do this year was release much more content so players always have something to do. Some of it is going to be hard, some of it is going to be easier. It just happens that a couple of the hardest pieces lined up in the schedule. We decided to move forward with the schedule since one of them is permanent and can be done whenever players are ready.
At any rate right now I personally am focused on making sure players have tons of content to do and both short and long-term goals to achieve. There is much, much more coming, most of which won't be this hard.
- hard and fun: new content can be hard, but it's also supposed to fun. I can't see any fun if someone asks me to use zemo to fight domino (KM will say it's doable, so what? If 99% players hate it, does it really matter if it's doable or not?)
- doable and sustainable: I know I repeated myself for many times on the forum. You can't keep releasing content which is just "doable", we certainly can complete a specific content by using up all our resources, AR or WOW or this, but no way for us to keep doing this. You might say if we want to do all those contents, then we should spend. I'm OK to spend a lot of money, but have you ever calculated the real-money cost of these contents? Remember 100 revives is $100, how many people are willing to do that? You can try us, I bet you will not see what you want.
btw, AW is not any cheaper if we want to take it seriously, the only reason it's getting cheaper for many players is because many of us see it as a trash game mode now, rewards sucks and expensive. Do you really want AW to be a trash game mode, is this really what you want?Sure, maybe the topmost players might enjoy these extreme challenges, but I feel like it's essential to consider the broader player base as well. Intensely difficult content risks alienating a significant portion of the community and cause a lot of frustration instead of engagement. If these challenges are primarily for the enjoyment of those topmost players, maybe they could be released as optional, high-level challenges with trophy titles and profile pics, rather than as a global community event.
I sincerely hope that content releases from here on out can prioritize player enjoyment over pure difficulty and grind. A well-designed challenge should be rewarding and satisfying to overcome, and these new challenges make MCOC feel more like a chore than a game.