Totally overlooking my point I’m statig alliances tie you to the game because of you don’t do something it affect 29 ppl I would like to see a mode of game play where similar rewards can be earn only for solo player to complete for much like aw or aw but for a solo play who know maybe even the entire players roster could be used
Certain your forum account has to be linked mate, but if not then I am wrong, as usual
Well, the only thing I know is that I use different e-mail addresses for the game and the forum... Can’t remember the registration process though... So maybe there is another in-game Account linked to my forum-e-mail address... who knows? ^^
I think kabam need to come out with a mode of game play only for solo players for people who don’t have time to invest into an alliance I am personally in the same boat as you are though I have already explored act 5
Well, I think that the monthly event, the arena and the occasional extra quests are more than enough for us solo players at the moment... I have explored Act 5 as well (says my Rank 5 Star Lord ^^), but couldn’t have done it, if I was in an active alliance as well...
Totally overlooking my point I’m statig alliances tie you to the game because of you don’t do something it affect 29 ppl I would like to see a mode of game play where similar rewards can be earn only for solo player to complete for much like aw or aw but for a solo play who know maybe even the entire players roster could be used
Saw your point mate, and answered. Wont happen
But, a lot of allys will allow you to play they way you want to was what I was saying. Mine, we have 1 BG, 2 if enough want to, so if you want to sit it out, thats fine. Same with AQ as well
We all help and advise etc, no pressure at all, no min requirements. If you do AQ its 40K gold, if you dont do AQ, you dont even pay that etc. We are a 10 million ally, rewards are still good and I think we are tier 4-6
Maybe you will find the mental strength to accept that not everyone functions the same way that you do...
And maybe you will find the mental strength to accept that a picky/inactive player like yourself is not meant to obtain a reasonable amount of T1 Alphas.
And maybe some people should get a life and stop hating, threads packed with people with good vibes and suggestions then two guys have to chime in with their unappreciated dickheadery, you guys really need to examine yourself, that's why your spending time on forums, you're just exposing yourselves as the dickheads you are
I do wonder, since there is no interest in the t1a arena, what the OP has in mind here.
Any content that awards something, no matter how big or small, will take up time. Time that will take you away from stuff like arena. So even if they made a t1a proving ground thing, walking it will still result in a loss of units, because it takes you away from the unit grind time.
To me it sounds like you need to ask yourself how much units a t1a is worth to you. If you where able to buy them in the shop, how much would you be willing to spend?
I think his two points are that event quest rewards should be balanced to what is actually needed in the game for rankups, the game is heading to 5*s and the alphas required to rank them is out of whack with what resources are available in the game on a whole, let alone his other point that not everyone is in the same category of gameplay and in his particular time restricted gameplay there is a particular imbalance, and since t1as are such an early stage rankup material it seems logical that the shouldn't be such a struggle to get, personally I'm getting fed up with having to run 4 difficulties of the same eq every month, master is a warmup and uncollected is a fun challenge, why do I need to walk through two lame difficulties every month just to get half of the alphas available in naturally occurring (non glory store) sources
Why does every addition to the game mean more and more time
For me to spend gaming, surely if I'm at a high level I shouldn't have to then run every single easy level in the game as well because the bottleneck resource for higher level players isn't actually available at higher levels. Seriously kabam need to factor this as a frustration for players and may actually be seriously contributing to the attrition rate
Maybe you will find the mental strength to accept that not everyone functions the same way that you do...
And maybe you will find the mental strength to accept that a picky/inactive player like yourself is not meant to obtain a reasonable amount of T1 Alphas.
Please read the discussion before flaming... It is not about the amount, it is about the ratio... Oh, well... Nevermind... No more thoughts on you, lol... ^^
I do wonder, since there is no interest in the t1a arena, what the OP has in mind here.
Any content that awards something, no matter how big or small, will take up time. Time that will take you away from stuff like arena. So even if they made a t1a proving ground thing, walking it will still result in a loss of units, because it takes you away from the unit grind time.
To me it sounds like you need to ask yourself how much units a t1a is worth to you. If you where able to buy them in the shop, how much would you be willing to spend?
This is actually a good point... If you make the equation, 1 Alpha from the Alpha Arena equals ca. 30-35 Units lost. One could consider this worth the price and - as I said earlier - I am willing to do the arenas in the future...
BUT: please don’t forget, we are talking about 3-4 arenas a month, that’s 3-4 extra alphas per month... Still bottleneck...
I am willing to accept the top-level resources as a bottleneck (such as T2 Alpha, T5 Basic, T4 Class) but not a mid-level resource like t1 alphas...
I agree that the t1a problem is a ridiculous one to have and that it needs to be addressed, but I disagree with this being a solo player issue. If you play without an active alliance, you'll lose out on those resources. That's a personal choice everyone is free to make, but if kabam makes something available for alliances, they don't have to make it available for solo players too.
The alliance someone picks (or doesn't pick) pretty much dictates how fast that player can rank stuff up. There are alliances out there for every typ of player.
My best advice is to make a post in the alliance recruitment part of the forum that explains you want an alliance without minimums, without donations, without mandatory aq/war, but still the option to participate in those. This way you will get some extra rewards, especially if you actually join aq once in a while. They won't be game breaking and probably not a lot of alpha's, but you'll get a bit of glory that you can use to buy them.
if I'm at a high level I shouldn't have to then run every single easy level in the game as well because the bottleneck resource for higher level players isn't actually available at higher levels.
Exactly... that’s another point that I hadn’t even mentioned before!
Why not do the following:
1.
Master-Key is granted upon completion of heroic, not exploration.
2.
Uncollected Mode grants 6 Alphas upon completion. This would acknowledge the fact that t1 alphas are now a top-level resource, so they should be available in top-level content...
Or: Delet the t1-Alpha-requirement from the higher rank-ups... Heck, even bringing a 5* to Rank 5 requires t1 Alphas ALONG with the t2 Alphas... There is no other resource in-game of which two separate tiers are required for a single rank-up.
I agree that the t1a problem is a ridiculous one to have and that it needs to be addressed, but I disagree with this being a solo player issue. If you play without an active alliance, you'll lose out on those resources. That's a personal choice everyone is free to make, but if kabam makes something available for alliances, they don't have to make it available for solo players too.
The alliance someone picks (or doesn't pick) pretty much dictates how fast that player can rank stuff up. There are alliances out there for every typ of player.
My best advice is to make a post in the alliance recruitment part of the forum that explains you want an alliance without minimums, without donations, without mandatory aq/war, but still the option to participate in those. This way you will get some extra rewards, especially if you actually join aq once in a while. They won't be game breaking and probably not a lot of alpha's, but you'll get a bit of glory that you can use to buy them.
I won’t grow tired of repeating: It is not about the amount/quantity... It is about the ratio!
For basic leveling of 5* champs, you need double the amount of t1a, compared to T4B... Do you get that ratio in an active alliance?
I agree that the t1a problem is a ridiculous one to have and that it needs to be addressed, but I disagree with this being a solo player issue. If you play without an active alliance, you'll lose out on those resources. That's a personal choice everyone is free to make, but if kabam makes something available for alliances, they don't have to make it available for solo players too.
The alliance someone picks (or doesn't pick) pretty much dictates how fast that player can rank stuff up. There are alliances out there for every typ of player.
My best advice is to make a post in the alliance recruitment part of the forum that explains you want an alliance without minimums, without donations, without mandatory aq/war, but still the option to participate in those. This way you will get some extra rewards, especially if you actually join aq once in a while. They won't be game breaking and probably not a lot of alpha's, but you'll get a bit of glory that you can use to buy them.
I won’t grow tired of repeating: It is not about the amount/quantity... It is about the ratio!
For basic leveling of 5* champs, you need double the amount of t1a, compared to T4B... Do you get that ratio in an active alliance?
I get glory that I can only spend in t1a and not on t4b to adjust the ratio in which I get the items.
The situation presented is 1 5*, 2.5 t4b, and 4T1a a month which is what you get from heroic, master, and uncollected EQ. If hes running normal mode on topnof that he earns the rank up for that month or alternatively 1 alpha arena that month and he earns the rank up of a 5 star to rank 2. If he duplicates that champion his materials rol over into the next month and hes doesnt need to get the extra t1a for close to half a year. At the ratio he earns those materials, again based in what he is willing to put into the game (effort=rewards) if he somehow has the t4cc to take a champ to r3 the ratio For that rank up is 5 t4b to the 8 t1a he earned so he is alpha positive. The whole scenario IMO is disingenuous or fails at simple math.
I think his two points are that event quest rewards should be balanced to what is actually needed in the game for rankups, the game is heading to 5*s and the alphas required to rank them is out of whack with what resources are available in the game on a whole, let alone his other point that not everyone is in the same category of gameplay and in his particular time restricted gameplay there is a particular imbalance, and since t1as are such an early stage rankup material it seems logical that the shouldn't be such a struggle to get, personally I'm getting fed up with having to run 4 difficulties of the same eq every month, master is a warmup and uncollected is a fun challenge, why do I need to walk through two lame difficulties every month just to get half of the alphas available in naturally occurring (non glory store) sources
Why does every addition to the game mean more and more time
For me to spend gaming, surely if I'm at a high level I shouldn't have to then run every single easy level in the game as well because the bottleneck resource for higher level players isn't actually available at higher levels. Seriously kabam need to factor this as a frustration for players and may actually be seriously contributing to the attrition rate
What do you mean by early stage rank up material?
You do not have to run normal to progress if you are active in any other area of the game. you choose to run normal to accelerate your progression. All sources of materials are accounted for by design when developers limit progression.
Maybe you will find the mental strength to accept that not everyone functions the same way that you do...
And maybe you will find the mental strength to accept that a picky/inactive player like yourself is not meant to obtain a reasonable amount of T1 Alphas.
Please read the discussion before flaming... It is not about the amount, it is about the ratio... Oh, well... Nevermind... No more thoughts on you, lol... ^^
I do wonder, since there is no interest in the t1a arena, what the OP has in mind here.
Any content that awards something, no matter how big or small, will take up time. Time that will take you away from stuff like arena. So even if they made a t1a proving ground thing, walking it will still result in a loss of units, because it takes you away from the unit grind time.
To me it sounds like you need to ask yourself how much units a t1a is worth to you. If you where able to buy them in the shop, how much would you be willing to spend?
This is actually a good point... If you make the equation, 1 Alpha from the Alpha Arena equals ca. 30-35 Units lost. One could consider this worth the price and - as I said earlier - I am willing to do the arenas in the future...
BUT: please don’t forget, we are talking about 3-4 arenas a month, that’s 3-4 extra alphas per month... Still bottleneck...
I am willing to accept the top-level resources as a bottleneck (such as T2 Alpha, T5 Basic, T4 Class) but not a mid-level resource like t1 alphas...
You are talking about 1 arena a month to balance the ratio you earn materials not the 3-4 you claim here. You are starting to expose your own disingenuous scenario and subsequent disingenuous argument.
I think they made a major improvement on t1a with glory pricing. It makes it realistic to afford 5 t1a for anyone in expert AQ tier every 8 days and still be able to get something else. Yes this game is geared towards alliances and there are many map 3 alliances out there that do not require anything. The next step is to make uncollected greater solo crystals for 4000 shards that dont have xp boosts in them and a reasonable t1a drop rate, maybe a rare drop 5* class stone. In my opinion this is how the add another couple t1a's per month to the supply. This will help solo guys non alliance peep out.
Coathanger did you miss the point that he has done 5.4, need I remind you the rewards for that contain tons of everything except t1as. So his imbalance is not just from His monthly eqs, you forget to include the other sources for his 5* shards (also the 450k a day in arena he does in his limited time
Available may sometimes net him 5* shards if he hits 10%. doing alpha arena takes away from that. Not just the units but the shards to progress. I do it every week, just think it would be a nice thing for kabam to do to us long serving players to not make us grind all the easy stuff in the game for what I think shouldn't be the resource we are sweating over. I don't see what needs explaining About t1as being an early stage rankup material, they are needed for the earlier stages of ranking ie 4* to r3 5* to r1 but yes for some reason they are even included in every single level from there including 5* to r5
@Speeds80 wheres the point he did 5.4 or was speaking anyway about it? Just reread the OP thinking i missed it there but nope not there. If anything the OP suggests he wants alphas added before he tackles it. But given his linited play time i dont think that will be for awhile anyways. If yall wanna move the goal posts go ahead, that doesn't strengthen an argument it weakens it.
T1a is likely included in every level as a way to manage growh and ensure investment in the game.
@Speeds80 wheres the point he did 5.4 or was speaking anyway about it? Just reread the OP thinking i missed it there but nope not there. If anything the OP suggests he wants alphas added before he tackles it. But given his linited play time i dont think that will be for awhile anyways. If yall wanna move the goal posts go ahead, that doesn't strengthen an argument it weakens it.
T1a is likely included in every level as a way to manage growh and ensure investment in the game.
just think it would be a nice thing for kabam to do to us long serving players to not make us grind all the easy stuff in the game for what I think shouldn't be the resource we are sweating over.
What resource should we be sweating over? What resource should be the resource we all want, but none of us can get enough of, but none of us should complain about?
just think it would be a nice thing for kabam to do to us long serving players to not make us grind all the easy stuff in the game for what I think shouldn't be the resource we are sweating over.
What resource should we be sweating over? What resource should be the resource we all want, but none of us can get enough of, but none of us should complain about?
That would be T2A, T5B and maybe even T4C... You know, not the stuff that you can get by 100% normal mode, and that you already have to use for bringing a 4* to rank 3...
just think it would be a nice thing for kabam to do to us long serving players to not make us grind all the easy stuff in the game for what I think shouldn't be the resource we are sweating over.
What resource should we be sweating over? What resource should be the resource we all want, but none of us can get enough of, but none of us should complain about?
That would be T2A, T5B and maybe even T4C... You know, not the stuff that you can get by 100% normal mode, and that you already have to use for bringing a 4* to rank 3...
Nice try with T2A and T5B. T5B was only recently even introduced to the game, and both of those resources are only used for 4/55 and higher rank ups. That's like asking for T6B to be the in-demand resource. T4CC was the high end bottleneck resource, but players complained it was too difficult to get to do rank ups beyond 4/40. The player base already pushed that option out of the train station. We can't demand more, get more, then say in retrospect that should be the in-demand resource and everything else should be more available.
Plus, the idea that the bottleneck resource should not be a resource that is available earlier rather than later seems to be based on nothing more than arbitrary preference. It seems to me that the attitude is that the higher end resources we are all fighting for we should be able to win, and the ones we used to fight over we should stop having to care about. I don't see how that makes a better game. Right now we have gameplay options regarding which resources we focus on getting, and we can shift attention back and forth or if we want to put more effort into the game we can try to go for all of them at once. Segmenting the game so that we stop caring about low level resources doesn't just automatically come with having more time to spend on the higher resources. If the game was segmented like that, the game designers would have to *presume* that we no longer would be spending any time on acquiring those lower resources, and make all of the higher end resources more time consuming to get. There's no free lunch there.
To put it another way, each tier of difficulty is designed to cost a certain amount of energy, and the game is balanced around the assumption that many players will attempt to complete them all. Players that don't want to or cannot can still tackle subsets of the difficulty, but it is designed so that someone willing to put enough play time into the game could complete them all. If you want a game *designed* so that players stopped needing the resources in earlier difficulties, the designers would start designing the energy costs on the assumption that most players would only focus on one or two difficulties. The energy costs for them would skyrocket upward in response. But now, if you had less time, doing only a subset of the total you're targeted for would result in far less rewards.
Spreading the required rewards out among a lot of different game play areas looks like it creates more busy work, but there is a very valuable side effect. The opportunity cost for only doing a small subset of the whole game is a lot lower in such a game than if the devs know in advance they can count on you only doing a small subset to begin with, and balance accordingly.
@Speeds80 wheres the point he did 5.4 or was speaking anyway about it? Just reread the OP thinking i missed it there but nope not there. If anything the OP suggests he wants alphas added before he tackles it. But given his limited play time i dont think that will be for awhile anyways. If yall wanna move the goal posts go ahead, that doesn't strengthen an argument it weakens it.
T1a is likely included in every level as a way to manage growh and ensure investment in the game.
P.S.: Congrats to 1,001 posts in this forum... I hope not all of them are as grim, negative, bitter and trolling.. And: Please get a life...
Okay got it, buried beneath an off topic reply, I should've payed closer attention to the discussion about your and Renegades insulting and off topic posts being deleted. 😂 Thanks for the well wishes BroFlake.
just think it would be a nice thing for kabam to do to us long serving players to not make us grind all the easy stuff in the game for what I think shouldn't be the resource we are sweating over.
What resource should we be sweating over? What resource should be the resource we all want, but none of us can get enough of, but none of us should complain about?
That would be T2A, T5B and maybe even T4C... You know, not the stuff that you can get by 100% normal mode, and that you already have to use for bringing a 4* to rank 3...
Nice try with T2A and T5B. T5B was only recently even introduced to the game, and both of those resources are only used for 4/55 and higher rank ups. That's like asking for T6B to be the in-demand resource. T4CC was the high end bottleneck resource, but players complained it was too difficult to get to do rank ups beyond 4/40. The player base already pushed that option out of the train station. We can't demand more, get more, then say in retrospect that should be the in-demand resource and everything else should be more available.
Plus, the idea that the bottleneck resource should not be a resource that is available earlier rather than later seems to be based on nothing more than arbitrary preference. It seems to me that the attitude is that the higher end resources we are all fighting for we should be able to win, and the ones we used to fight over we should stop having to care about. I don't see how that makes a better game. Right now we have gameplay options regarding which resources we focus on getting, and we can shift attention back and forth or if we want to put more effort into the game we can try to go for all of them at once. Segmenting the game so that we stop caring about low level resources doesn't just automatically come with having more time to spend on the higher resources. If the game was segmented like that, the game designers would have to *presume* that we no longer would be spending any time on acquiring those lower resources, and make all of the higher end resources more time consuming to get. There's no free lunch there.
To put it another way, each tier of difficulty is designed to cost a certain amount of energy, and the game is balanced around the assumption that many players will attempt to complete them all. Players that don't want to or cannot can still tackle subsets of the difficulty, but it is designed so that someone willing to put enough play time into the game could complete them all. If you want a game *designed* so that players stopped needing the resources in earlier difficulties, the designers would start designing the energy costs on the assumption that most players would only focus on one or two difficulties. The energy costs for them would skyrocket upward in response. But now, if you had less time, doing only a subset of the total you're targeted for would result in far less rewards.
Spreading the required rewards out among a lot of different game play areas looks like it creates more busy work, but there is a very valuable side effect. The opportunity cost for only doing a small subset of the whole game is a lot lower in such a game than if the devs know in advance they can count on you only doing a small subset to begin with, and balance accordingly.
Dude, you are putting way too much energy into this... I almost feel like giving up on you guys because, you know, I have stuff to do... Like, work, eat, and sleep...
I have one final question to the people opposing the thirst for t1a: Please explain to me, in which way would the game suffer, if t1a would not be required for the high tier rank ups (by this I mean for bringing a 5* champ to rank 4 or 5...).
I mean, why are alphas the only resource in-game that are required in the form of 2 different tiers for a single rank-up? (Tier 1 and Tier 2 Alphas at the same time)
This change would be a start...
(Because following your logic, we should all be farming those precious tier 1 basic catalysts... They are exactly the low level resource that you don't want me to "not care about anymore"...)
how many times do I need to make this point, the thing that annoys me about t1as as the bottleneck is my new collection of good r2 4*s (daredevil king groot Angela, pulled this month not to mention the mediocre/bad ones iron fist groot, howard ) but my t1as are in such short supply I can't have fun of taking them to r3 or r4 where at least they could make my arena rotation, so they sit unused and untested,same with my collection of r1 5*s I would like to at least a test out and see if I like them as a champ worth progressing further,
T1as is an illogical bottleneck because it cripples levelling at a stage where those characters are useless. Even t4bs as a bottleneck means r2 5*s and with our current t4b supply a lot more r4s to try out.
I agree it's just symantics i am feeling the game has become a lot less fun now that my rankups have to be so far planned ahead and saved up for, so I am appeals to logic here
In my opinion the bottleneck should be t4bs because then I could have medium level champs ranked up instead or I also like the idea of the bottleneck actually being champions (even if just ones worth ranking) and we should be able to rank most of them by doing what I'm doing now and running every facet of the game I can
Comments
Well, the only thing I know is that I use different e-mail addresses for the game and the forum... Can’t remember the registration process though... So maybe there is another in-game Account linked to my forum-e-mail address... who knows? ^^
Well, I think that the monthly event, the arena and the occasional extra quests are more than enough for us solo players at the moment... I have explored Act 5 as well (says my Rank 5 Star Lord ^^), but couldn’t have done it, if I was in an active alliance as well...
Well either way I appreciate your insight
And maybe you will find the mental strength to accept that a picky/inactive player like yourself is not meant to obtain a reasonable amount of T1 Alphas.
That is not drowning. This is drowning.
48 total t4b's, all alphas are used as fast as they come in. But, is still manageable.
Any content that awards something, no matter how big or small, will take up time. Time that will take you away from stuff like arena. So even if they made a t1a proving ground thing, walking it will still result in a loss of units, because it takes you away from the unit grind time.
To me it sounds like you need to ask yourself how much units a t1a is worth to you. If you where able to buy them in the shop, how much would you be willing to spend?
Why does every addition to the game mean more and more time
For me to spend gaming, surely if I'm at a high level I shouldn't have to then run every single easy level in the game as well because the bottleneck resource for higher level players isn't actually available at higher levels. Seriously kabam need to factor this as a frustration for players and may actually be seriously contributing to the attrition rate
Please read the discussion before flaming... It is not about the amount, it is about the ratio... Oh, well... Nevermind... No more thoughts on you, lol... ^^
This is actually a good point... If you make the equation, 1 Alpha from the Alpha Arena equals ca. 30-35 Units lost. One could consider this worth the price and - as I said earlier - I am willing to do the arenas in the future...
BUT: please don’t forget, we are talking about 3-4 arenas a month, that’s 3-4 extra alphas per month... Still bottleneck...
I am willing to accept the top-level resources as a bottleneck (such as T2 Alpha, T5 Basic, T4 Class) but not a mid-level resource like t1 alphas...
The alliance someone picks (or doesn't pick) pretty much dictates how fast that player can rank stuff up. There are alliances out there for every typ of player.
My best advice is to make a post in the alliance recruitment part of the forum that explains you want an alliance without minimums, without donations, without mandatory aq/war, but still the option to participate in those. This way you will get some extra rewards, especially if you actually join aq once in a while. They won't be game breaking and probably not a lot of alpha's, but you'll get a bit of glory that you can use to buy them.
Why not do the following:
1.
Master-Key is granted upon completion of heroic, not exploration.
2.
Uncollected Mode grants 6 Alphas upon completion. This would acknowledge the fact that t1 alphas are now a top-level resource, so they should be available in top-level content...
Or: Delet the t1-Alpha-requirement from the higher rank-ups... Heck, even bringing a 5* to Rank 5 requires t1 Alphas ALONG with the t2 Alphas... There is no other resource in-game of which two separate tiers are required for a single rank-up.
I won’t grow tired of repeating: It is not about the amount/quantity... It is about the ratio!
For basic leveling of 5* champs, you need double the amount of t1a, compared to T4B... Do you get that ratio in an active alliance?
I get glory that I can only spend in t1a and not on t4b to adjust the ratio in which I get the items.
What do you mean by early stage rank up material?
You do not have to run normal to progress if you are active in any other area of the game. you choose to run normal to accelerate your progression. All sources of materials are accounted for by design when developers limit progression.
You are talking about 1 arena a month to balance the ratio you earn materials not the 3-4 you claim here. You are starting to expose your own disingenuous scenario and subsequent disingenuous argument.
Available may sometimes net him 5* shards if he hits 10%. doing alpha arena takes away from that. Not just the units but the shards to progress. I do it every week, just think it would be a nice thing for kabam to do to us long serving players to not make us grind all the easy stuff in the game for what I think shouldn't be the resource we are sweating over. I don't see what needs explaining About t1as being an early stage rankup material, they are needed for the earlier stages of ranking ie 4* to r3 5* to r1 but yes for some reason they are even included in every single level from there including 5* to r5
T1a is likely included in every level as a way to manage growh and ensure investment in the game.
@CoatHang3r , try the 3rd post on this page.
Other than that: All hope is lost on you...
P.S.: Congrats to 1,001 posts in this forum... I hope not all of them are as grim, negative, bitter and trolling.. And: Please get a life...
What resource should we be sweating over? What resource should be the resource we all want, but none of us can get enough of, but none of us should complain about?
That would be T2A, T5B and maybe even T4C... You know, not the stuff that you can get by 100% normal mode, and that you already have to use for bringing a 4* to rank 3...
Nice try with T2A and T5B. T5B was only recently even introduced to the game, and both of those resources are only used for 4/55 and higher rank ups. That's like asking for T6B to be the in-demand resource. T4CC was the high end bottleneck resource, but players complained it was too difficult to get to do rank ups beyond 4/40. The player base already pushed that option out of the train station. We can't demand more, get more, then say in retrospect that should be the in-demand resource and everything else should be more available.
Plus, the idea that the bottleneck resource should not be a resource that is available earlier rather than later seems to be based on nothing more than arbitrary preference. It seems to me that the attitude is that the higher end resources we are all fighting for we should be able to win, and the ones we used to fight over we should stop having to care about. I don't see how that makes a better game. Right now we have gameplay options regarding which resources we focus on getting, and we can shift attention back and forth or if we want to put more effort into the game we can try to go for all of them at once. Segmenting the game so that we stop caring about low level resources doesn't just automatically come with having more time to spend on the higher resources. If the game was segmented like that, the game designers would have to *presume* that we no longer would be spending any time on acquiring those lower resources, and make all of the higher end resources more time consuming to get. There's no free lunch there.
To put it another way, each tier of difficulty is designed to cost a certain amount of energy, and the game is balanced around the assumption that many players will attempt to complete them all. Players that don't want to or cannot can still tackle subsets of the difficulty, but it is designed so that someone willing to put enough play time into the game could complete them all. If you want a game *designed* so that players stopped needing the resources in earlier difficulties, the designers would start designing the energy costs on the assumption that most players would only focus on one or two difficulties. The energy costs for them would skyrocket upward in response. But now, if you had less time, doing only a subset of the total you're targeted for would result in far less rewards.
Spreading the required rewards out among a lot of different game play areas looks like it creates more busy work, but there is a very valuable side effect. The opportunity cost for only doing a small subset of the whole game is a lot lower in such a game than if the devs know in advance they can count on you only doing a small subset to begin with, and balance accordingly.
Dude, you are putting way too much energy into this... I almost feel like giving up on you guys because, you know, I have stuff to do... Like, work, eat, and sleep...
I have one final question to the people opposing the thirst for t1a: Please explain to me, in which way would the game suffer, if t1a would not be required for the high tier rank ups (by this I mean for bringing a 5* champ to rank 4 or 5...).
I mean, why are alphas the only resource in-game that are required in the form of 2 different tiers for a single rank-up? (Tier 1 and Tier 2 Alphas at the same time)
This change would be a start...
(Because following your logic, we should all be farming those precious tier 1 basic catalysts... They are exactly the low level resource that you don't want me to "not care about anymore"...)
T1as is an illogical bottleneck because it cripples levelling at a stage where those characters are useless. Even t4bs as a bottleneck means r2 5*s and with our current t4b supply a lot more r4s to try out.
I agree it's just symantics i am feeling the game has become a lot less fun now that my rankups have to be so far planned ahead and saved up for, so I am appeals to logic here
In my opinion the bottleneck should be t4bs because then I could have medium level champs ranked up instead or I also like the idea of the bottleneck actually being champions (even if just ones worth ranking) and we should be able to rank most of them by doing what I'm doing now and running every facet of the game I can