The game experienced a brief connectivity issue this morning. The team promptly fixed the issue and things are back to normal, thank you to everyone who passed along reports!
It was posted to the website and should have been here simultaneously but the post was delayed. Nothing underhanded there, just me getting mixed up on timing.
So lowering the inventory on a heavily bugged game when each raids launch has been a disaster isn’t under handed? Did this really have to be done now to prevent netmarble from shutting down?
They changed the amount you can carry over from 7 to 1 - what is there to be so upset about?
If you can currently finish a raid having 7 revives left, you are clearly good enough in raids. Or maybe you weren’t doing your fair share - and using the extra carry over to attempt to put in a decent score every other month?
If you weren’t already spending units, I don’t see how this inventory cap reduction will change that.
Seriously, who opened the floodgates to all these whinge-bags?
It won’t affect the next round of raids but going forward it removes control from the players on how they want to play the game. Which is contradictory to what kabam has said in the past about wanting QOL improvement.
This change means that now instead of clearing Raids in a day or two it will drag out over the week making the time commitment no different than regular AQ. It was our alliance goal to finish Raids as fast as possible then enjoy nearly a week break from AQ. It gave players time to either enjoy family time or enjoy other aspects of the game. With this change kabam is basically forcing us to participate longer in raids or spend units to compensate for their decision.
They changed the amount you can carry over from 7 to 1 - what is there to be so upset about?
If you can currently finish a raid having 7 revives left, you are clearly good enough in raids. Or maybe you weren’t doing your fair share - and using the extra carry over to attempt to put in a decent score every other month?
If you weren’t already spending units, I don’t see how this inventory cap reduction will change that.
Seriously, who opened the floodgates to all these whinge-bags?
It's not about the cap reduction. There isn't a reason for the change other than "people finished too fast". That is not a negative thing to the player base.
I don't use the extra seven and have led my alliance in points almost every month. I have had to use them two times. Once when an alliance mate went down the wrong path before they were gated and he needed a carry. Second time was when they switched opponents and had a ton of issues on launch. Both times having a few extra revives was a great benefit that saved hundreds of the games most valuable resource. Units that is, not time.
It's a passive answer just to make sure some people don't feel bad, and a solution that affects everybody. The people that went by with 14 and finished on day one, will still finish with 14... The people that took more than 14, you basically suck and will have to find a way to buy the remaining (15 in theory) but if you onlt managed to carry 3 or 4 you are kinda screwed. The rest are affected and held hostage to more days of going in. Why? Just because they can't be transparent and flat out say if you use more than 14/15 you will have to buy some revives.
It’s also bad communication planning by Kabam. They should have announced this before last month’s raid so we knew they would not be carrying over.
What’s more… Kabam could have made this a net-neutral experience had they used it as an opportunity to celebrate the 1-year anniversary of Raids with a buffing of rewards, slightly lower the unit cost of raid revives and sandwich in the fine print the bad news about the stash.
@KabamDORK@KabamPinwheel any plans to buff Raids? The rewards are starting to get stale for the cost and effort one year later.
Out of curiosity, is there any Pro player move planned in the near future? Cause so far its been a downer after downer.....
Giving everyone that 10 Unit Catalyst bundle was pretty sick. But that's about it.
That wasn't really a pro player move, was more of a right move or just. I mean fixing a mess up is not making things better, its just fixing the mess up
Out of curiosity, is there any Pro player move planned in the near future? Cause so far its been a downer after downer.....
Giving everyone that 10 Unit Catalyst bundle was pretty sick. But that's about it.
That wasn't really a pro player move, was more of a right move or just. I mean fixing a mess up is not making things better, its just fixing the mess up
I'm just trying to be optimistic. Amid all the bullshittery lol.
It's fine to be upset and share our frustrations but let's keep it productive.
It's clear that RAIDs were not meant to be this smoothly handled. Which is absolutely fine, making it more difficult isn't part of my frustration.
I'm not even necessarily asking for better rewards. I know I mentioned that in my previous post but I was commenting from a balance perspective - if this doesn't call for better rewards, I will begrudgingly accept.
You can't argue that if we had 7 revives in the inventory it wasn't difficult enough so having it become more difficult shouldn't be something we worry about. That's a bit of a false narrative. We are losing 28% of our inventory and resource potential. Due to having fewer resources, RAIDs are becoming more difficult. Yet rewards are staying the same. The damage we can do is capped. Fewer revives now also discourages people from experimenting... can't afford to make a mistake anymore.
It's going from 21 potential revives to 15 and this change has absolutely no balance or upside to the player.
Kabam, if your data is showing that RAIDs need to be more difficult - okay, but is there something that could help balance this change?
Rewards and Damage caps were set with the design implementation - that is now changing. I feel like there should be some consideration for these to also be changed.
It's fine to be upset and share our frustrations but let's keep it productive.
It's clear that RAIDs were not meant to be this smoothly handled. Which is absolutely fine, making it more difficult isn't part of my frustration.
I'm not even necessarily asking for better rewards. I know I mentioned that in my previous post but I was commenting from a balance perspective.
You can't argue that if we had 7 revives in the inventory it wasn't difficult enough so having it become more difficult shouldn't be something we worry about. That's a bit of a false narrative. We are losing 28% of our inventory and resource potential. Due to having fewer resources, RAIDs are becoming more difficult. Yet rewards are staying the same. The damage we can do is capped. Fewer revives now also discourages people from experimenting... can't afford to make a mistake anymore.
It's going from 21 potential revives to 15 and this change has absolutely no balance or upside to the player.
Kabam, if your data is showing that RAIDs need to be more difficult - okay, but is there something that could help balance this change?
Rewards and Damage caps were set with the design implementation - that is now changing. I feel like there should be some consideration for these to also be change.
Please consider.
You are not losing any inventory, if you kept 7 from the week before you always used 14 total... The issue is not 7 revives less, its that it takes more days to finish something that some people cleared on day 1 and got to do whatever the hell they wanted for 6 days once a month ..
Easy solution IF what they say is true, is just to make all 14 revives available day 1. Then dont even let us carry 1 over. The point isnt the revives. They want engagement. Thats the point of mobile games. Why they do things like the 90 day double track. Its better for their bottom line if they get an almost guaranteed 90 day consecutive login from players compared to giving more value for the cost of the double track.
Heres the thing. The people in alliances who are clearing raid on the first day log in every day anyway, and i would imagine 99% of have logged in everyday and played for at least 5 years.
It's fine to be upset and share our frustrations but let's keep it productive.
It's clear that RAIDs were not meant to be this smoothly handled. Which is absolutely fine, making it more difficult isn't part of my frustration.
I'm not even necessarily asking for better rewards. I know I mentioned that in my previous post but I was commenting from a balance perspective.
You can't argue that if we had 7 revives in the inventory it wasn't difficult enough so having it become more difficult shouldn't be something we worry about. That's a bit of a false narrative. We are losing 28% of our inventory and resource potential. Due to having fewer resources, RAIDs are becoming more difficult. Yet rewards are staying the same. The damage we can do is capped. Fewer revives now also discourages people from experimenting... can't afford to make a mistake anymore.
It's going from 21 potential revives to 15 and this change has absolutely no balance or upside to the player.
Kabam, if your data is showing that RAIDs need to be more difficult - okay, but is there something that could help balance this change?
Rewards and Damage caps were set with the design implementation - that is now changing. I feel like there should be some consideration for these to also be change.
Please consider.
You are not losing any inventory, if you kept 7 from the week before you always used 14 total... The issue is not 7 revives less, its that it takes more days to finish something that some people cleared on day 1 and got to do whatever the hell they wanted for 6 days once a month ..
That's absolutely fair, you're correct and thank you for pointing that out.
I believe my original post had a word in it and during one of my revisions it appears to have been removed. Potential. When I'm talking about fewer revives and the 28% decrease I'm talking about resource potential. It's not just that we have fewer revives, because in most cases you are correct. It likely won't be a large difference in the amount of revives being used. But it is a decrease in the resource pool we had. The potential resources we could have used. That potential brought with it an added safety net, which is what I meant by saying this change actually discourages people from experimenting.
Because of that reduction, we are forced to remain in RAIDs longer in effort to effectively replenish.
Man… like others have said when Raids launches almost certainly bugged and overtuned next week the L today is going to be arguably bigger than the Banquet. The lack of insight to do this on a Raids map change that hasn’t been successful executed even once… just wow
Man… like others have said when Raids launched almost certainly bugged and overtuned next week the L today is going to be arguably bigger than the Banquet
That is my biggest worry, bugs like everytime they update raids and going over the 14 revs due to bugs... If they implemented this on the 2nd round after fixing possible bugs I would be fine with it.
Man… like others have said when Raids launched almost certainly bugged and overtuned next week the L today is going to be arguably bigger than the Banquet
That is my biggest worry, bugs like everytime they update raids and going over the 14 revs due to bugs... If they implemented this on the 2nd round after fixing possible bugs I would be fine with it.
I still think it’s a bad QoL move unless they made all 14 revives available on day one. There’s zero value to players to stagger the revives until the weekend
All the “atta boys” get wiped out with one “oh shnit” moment. Remember you can do all sorts of cool and good things but the moment bad things or bad changes, from the community’s perspective, all the good things are forgotten.
We were once given the opportunity to choose our alliance AQ dates to avoid playing on the weekend. This revive carry over change now means we’ll likely have to still be grinding raids on the weekend. Come on Kabam do better. This is a cheap shot.
One side of me believes Kabam is deliberately creating a ticking time bomb. They genuinely want to extinguish the enjoyment and alienate the players. Did Netmarble decide to end the game and ensure that no other company acquires Kabam, leading to its gradual decline? Otherwise, I can’t imagine a single sane person within the company who hasn’t noticed the growing sour sentiment among the player base. Is this part of company culture now to inflame the player base? Are there company meetings where employees discuss and strategize about manipulating player sentiment? The angrier the players become, the more enjoyable the game seems to them?
First time in years, I’m truly alarmed how tone deaf the company is turning and there’s zero sign they are taking feedback.
Agree OP. I spent a bit of cash on this game in 2024. However, towards the back end of the year and even more so now it appears they are become less concerned about the quality of the experience the players receive and are focusing more on the incoming cash. I for one tend to spend more when I enjoy the experience and I am more than willing and happy to do so. But this year I have already committed to far less spending. AQ and EQ have been dismal for some time, all the bugs just destroy allot of the fun, raids is now taking a hit instead of moving in a positive direction. Really don’t feel like sinking any more money into it, and honestly I feel very much ok just letting these deals and early access bundles pass by.
One side of me believes Kabam is deliberately creating a ticking time bomb. They genuinely want to extinguish the enjoyment and alienate the players. Did Netmarble decide to end the game and ensure that no other company acquires Kabam, leading to its gradual decline? Otherwise, I can’t imagine a single sane person within the company who hasn’t noticed the growing sour sentiment among the player base. Is this part of company culture now to inflame the player base? Are there company meetings where employees discuss and strategize about manipulating player sentiment? The angrier the players become, the more enjoyable the game seems to them?
First time in years, I’m truly alarmed how tone deaf the company is turning and there’s zero sign they are taking feedback.
I think I can fully relate to this, earlier I used to play atleast 3-4 hrs daily, but now therr just isn't any motive, the bugs keep stacking, braindead decisions after braindead decisions, the banquet compensation was one the most disappointing thing ever "pay more to get compensation", then there's the 1 ag for 1 sig stone deal, dumb side quests with literally pointless rewards and another month of valiants not having seperate reward pool, no EQ overhaul, no compensation for resources players lost due to their visual bugs and retry button bug, search bar and contact list is bugged so yeah you can't even invite players to your alliance, no compensation for raid bugs and now this raids inventory limit.
Its like they just don't care about what players think and just do what they want to just like alot of people mentioned already. The only good thing that has happened in the past few months is the Christmas gift which is awesome and the t6c/t3a deal which wasn't originally planned for everyone anyways.
They should just open some sort of thread, taking advice on improving the game and have the community vote on the best ones and work on it, just like summoners choice but the poll options will be what players suggest and will also be voted by the players, just general changes and reworks to gamemodes and other aspects to actually keep the game alive and not make it feel like a chore.
The best thing about revive hoarding was you could play for first 1-3 days and have some FUN with your lane partners while clearing mini-bosses, then wait for revive reset and clear boss together. Now its just gonna be the same boring ahh thing, login do some fight save revives because obviously now you do not have spares incase you messed up or the hame decides to flip on you and crash and what not, very common during raids, aw and bgs.
Just please revert this change kabam, asking for compensation is pointless so that's the only wise move left for the game team to do, revert thte inventory change...
The obvious issue with the raid revive limit change is the timing since the amount of issues currently is pretty bad and upping difficulty in that way before fixes are pushed feels really tone deaf.
I'm doing the worthy God's necro right now and couldn't bring Juggs for obvious reasons and after a bunch of failed intercepts where it feels like the opponent caused me to miss and intercepted me instead I look on reddit to see it's not that I'm just playing my worst ever it's widespread and happening to lots of players. These things need fixing before adding difficulty by limiting inventory space.
The only reasonable thing to do here is atleast buff the raid chests rewards and drop the reward pool along with probability if they plan to not revert the inventory change.
The only reasonable thing to do here is atleast buff the raid chests rewards and drop the reward pool along with probability if they plan to not revert the inventory change.
Buff the rewards why? You always used 14 revives, the only issue now is time... People enter a senseless panick mode. They are not giving you less revives you always used 7 from the last raid, 7 from the 1st day buy and carried 7 to the next raid. Now you will be able to carry only one, so use 8 instead of 14 on day one...
Why this sounds same like 3.2.6 and act-5 revive farming horrors?
"Uhhh we have noticed summoners are spamming revives to clear our hard content, uhhh we can't have that, sure they can purchase revives then spam but uhhh, not the free ones uhhh."
And just like that raid free revive went from 12-14 to 7, Ridiculous Kebem, mfs could've done 7 to 3 but straight to 1, no fun allowed here, 1 raid attempt daily, how fun is that 🥰 Another scam 👎
Also no raid buff to ease out this massive change? 😀
Ultimately this was always the concern with Raids IMO. It’s a rat trap mode designed around multiple die now mechanisms, the mode is only as good as the free revive supply chain which Kabam has iron clad control over and can nerf as many times as they want without warning.
Sure they can promise they’ll never change it again and maybe they’d mean it now, but for how long really…
They changed the amount you can carry over from 7 to 1 - what is there to be so upset about?
If you can currently finish a raid having 7 revives left, you are clearly good enough in raids. Or maybe you weren’t doing your fair share - and using the extra carry over to attempt to put in a decent score every other month?
If you weren’t already spending units, I don’t see how this inventory cap reduction will change that.
Seriously, who opened the floodgates to all these whinge-bags?
While I don’t agree with their decision to do this. It’s not the penultimate reason I made this post. I made it because like the title suggests, the game seems to be heading in the wrong direction.
The game team has loads of things to fix that are very wrong with the game (see my OP). And yet, they make this change before fixing the other borderline game breaking issues, and I don’t understand why, hence my desire to get a response from someone on the game team.
Out of curiosity, is there any Pro player move planned in the near future? Cause so far its been a downer after downer.....
Giving everyone that 10 Unit Catalyst bundle was pretty sick. But that's about it.
I agree that was a good move, but do you think that was planned or happened after the feedback came in?
Definitely not planned. The offer itself wasn't planned - it was created as a result of the mass amount of Catalysts from those Crystals and only offered to players who spent a metric ton, originally. Then Kabam made it available to everyone.
They changed the amount you can carry over from 7 to 1 - what is there to be so upset about?
If you can currently finish a raid having 7 revives left, you are clearly good enough in raids. Or maybe you weren’t doing your fair share - and using the extra carry over to attempt to put in a decent score every other month?
If you weren’t already spending units, I don’t see how this inventory cap reduction will change that.
Seriously, who opened the floodgates to all these whinge-bags?
Did you bother reading any of the thread before dropping this dumb comment? It’s less about how many total revives are needed and more about letting us spend the revives when we want to spend them. Eg, first 24 hours of raids so we don’t have to play the mode all week long.
They changed the amount you can carry over from 7 to 1 - what is there to be so upset about?
If you can currently finish a raid having 7 revives left, you are clearly good enough in raids. Or maybe you weren’t doing your fair share - and using the extra carry over to attempt to put in a decent score every other month?
If you weren’t already spending units, I don’t see how this inventory cap reduction will change that.
Seriously, who opened the floodgates to all these whinge-bags?
Did you bother reading any of the thread before dropping this dumb comment? It’s less about how many total revives are needed and more about letting us spend the revives when we want to spend them. Eg, first 24 hours of raids so we don’t have to play the mode all week long.
Some people are too dumb to even process the idea that they are being dumb...
Comments
This change means that now instead of clearing Raids in a day or two it will drag out over the week making the time commitment no different than regular AQ. It was our alliance goal to finish Raids as fast as possible then enjoy nearly a week break from AQ. It gave players time to either enjoy family time or enjoy other aspects of the game. With this change kabam is basically forcing us to participate longer in raids or spend units to compensate for their decision.
The people that went by with 14 and finished on day one, will still finish with 14... The people that took more than 14, you basically suck and will have to find a way to buy the remaining (15 in theory) but if you onlt managed to carry 3 or 4 you are kinda screwed. The rest are affected and held hostage to more days of going in. Why? Just because they can't be transparent and flat out say if you use more than 14/15 you will have to buy some revives.
What’s more… Kabam could have made this a net-neutral experience had they used it as an opportunity to celebrate the 1-year anniversary of Raids with a buffing of rewards, slightly lower the unit cost of raid revives and sandwich in the fine print the bad news about the stash.
@KabamDORK @KabamPinwheel any plans to buff Raids? The rewards are starting to get stale for the cost and effort one year later.
It's clear that RAIDs were not meant to be this smoothly handled. Which is absolutely fine, making it more difficult isn't part of my frustration.
I'm not even necessarily asking for better rewards. I know I mentioned that in my previous post but I was commenting from a balance perspective - if this doesn't call for better rewards, I will begrudgingly accept.
You can't argue that if we had 7 revives in the inventory it wasn't difficult enough so having it become more difficult shouldn't be something we worry about. That's a bit of a false narrative. We are losing 28% of our inventory and resource potential. Due to having fewer resources, RAIDs are becoming more difficult. Yet rewards are staying the same. The damage we can do is capped. Fewer revives now also discourages people from experimenting... can't afford to make a mistake anymore.
It's going from 21 potential revives to 15 and this change has absolutely no balance or upside to the player.
Kabam, if your data is showing that RAIDs need to be more difficult - okay, but is there something that could help balance this change?
Rewards and Damage caps were set with the design implementation - that is now changing. I feel like there should be some consideration for these to also be changed.
Please consider.
The issue is not 7 revives less, its that it takes more days to finish something that some people cleared on day 1 and got to do whatever the hell they wanted for 6 days once a month ..
Heres the thing. The people in alliances who are clearing raid on the first day log in every day anyway, and i would imagine 99% of have logged in everyday and played for at least 5 years.
I believe my original post had a word in it and during one of my revisions it appears to have been removed. Potential. When I'm talking about fewer revives and the 28% decrease I'm talking about resource potential. It's not just that we have fewer revives, because in most cases you are correct. It likely won't be a large difference in the amount of revives being used. But it is a decrease in the resource pool we had. The potential resources we could have used. That potential brought with it an added safety net, which is what I meant by saying this change actually discourages people from experimenting.
Because of that reduction, we are forced to remain in RAIDs longer in effort to effectively replenish.
First time in years, I’m truly alarmed how tone deaf the company is turning and there’s zero sign they are taking feedback.
Its like they just don't care about what players think and just do what they want to just like alot of people mentioned already. The only good thing that has happened in the past few months is the Christmas gift which is awesome and the t6c/t3a deal which wasn't originally planned for everyone anyways.
They should just open some sort of thread, taking advice on improving the game and have the community vote on the best ones and work on it, just like summoners choice but the poll options will be what players suggest and will also be voted by the players, just general changes and reworks to gamemodes and other aspects to actually keep the game alive and not make it feel like a chore.
The best thing about revive hoarding was you could play for first 1-3 days and have some FUN with your lane partners while clearing mini-bosses, then wait for revive reset and clear boss together. Now its just gonna be the same boring ahh thing, login do some fight save revives because obviously now you do not have spares incase you messed up or the hame decides to flip on you and crash and what not, very common during raids, aw and bgs.
Just please revert this change kabam, asking for compensation is pointless so that's the only wise move left for the game team to do, revert thte inventory change...
I'm doing the worthy God's necro right now and couldn't bring Juggs for obvious reasons and after a bunch of failed intercepts where it feels like the opponent caused me to miss and intercepted me instead I look on reddit to see it's not that I'm just playing my worst ever it's widespread and happening to lots of players. These things need fixing before adding difficulty by limiting inventory space.
People enter a senseless panick mode. They are not giving you less revives you always used 7 from the last raid, 7 from the 1st day buy and carried 7 to the next raid. Now you will be able to carry only one, so use 8 instead of 14 on day one...
"Uhhh we have noticed summoners are spamming revives to clear our hard content, uhhh we can't have that, sure they can purchase revives then spam but uhhh, not the free ones uhhh."
And just like that raid free revive went from 12-14 to 7,
Ridiculous Kebem, mfs could've done 7 to 3 but straight to 1, no fun allowed here, 1 raid attempt daily, how fun is that 🥰
Another scam 👎
Also no raid buff to ease out this massive change? 😀
Sure they can promise they’ll never change it again and maybe they’d mean it now, but for how long really…
The game team has loads of things to fix that are very wrong with the game (see my OP). And yet, they make this change before fixing the other borderline game breaking issues, and I don’t understand why, hence my desire to get a response from someone on the game team.
Did you bother reading any of the thread before dropping this dumb comment? It’s less about how many total revives are needed and more about letting us spend the revives when we want to spend them. Eg, first 24 hours of raids so we don’t have to play the mode all week long.