Battlegrounds is dying …. Blah blah blah…who cares. The problem is full scope,..as in almost all game modes, just look how long event quest has taken to get some attention. This is nothing new,.,the way i feel is reward tweaks should be quarterly…as in “every 3 months”,..and that’s across the board (all game modes)…excluding maybe arena. But honestly after a while people Just stop caring,..the fact that this subject has to even be posted on the companies forums shows how out of touch Kabam is. With the game advancing and expanding as it is ..this needs more attention,..and it isn’t just battlegrounds that’s the problem
Facts man. All the crappy ass bugs, in every aspect of the game, can’t even message friends because the friend list and messages have been broken for months, don’t get me started on the **** ai, terrible rewards everywhere, no response to anyone. Game is in a bad state right now… it’s only getting worse…
Tbh i didn’t expect to get this type of reaction from my comment,.,and to be clear when i stated “who cares “ in regards to battlegrounds i was being a bit sarcastic when relating it to all the other game modes that have received little attention. So if battleground get’s updated relevant rewards “great”,..but should it be at the expense of other game modes? More end game content (which players have been pining about for ages),..is excellent, but does that mean other game mode updates should be neglected? No,..imo, because that isn’t balanced. Of course BG’s should be top rewards but all aspects of the game should stay relevant. Updating AQ every two years isn’t keeping it relevant,..and when the update drops,..will it be relevant (and for how long)? 1/2 a year until we have to wait another 2 years for it to be updated again?
Completely agree. The update cadence for all these modes seems to be wait until the building is on fire, then dump a bucket of water on a room or two hoping that keeps the fire from spreading then coming back to it later… they move on to the next game mode… never actually putting the fire out or setting up a cadence that keeps ahead of the fire.
Then there’s the infight bugs that just persist relentlessly…
I don’t know what the maintenance team looks like but it seems woefully under staffed at the moment as things have only progressively gotten worse in these core mechanical and economic areas of the game for years now. I really wish care, attention and focus was given to these areas
Renting temporary enjoyment knowing you will loose? It's like watching a movie knowing it sucks... where's the enjoyment in that?
How are you planning to “win” exactly?
No plans on winning, I'm not supposed to cause I'm ftp and it's totally understandable, there should be a healthy 1 year gap at the very least between spenders and it's great that game modes favor larger accounts by design because roster advantage isn't enough, otherwise it way not encourage them to buy next sales if they go on long loosing streaks.
However I wanted to have fun, in any game mode really, just have the feeling of actually being able to win something you know... So I thought about some options:
1) Asking Kabam to allow me to 100% AQ map 8 around 10 times per day but my prestige is somewhat low... not sure it will matter.
2) Maybe if my alliance manages 0 deaths on AW, but we don't spend on boosts or potions so yeah... It's going to be hard, if we tie 0-0 we loose do to time since our attackers and defenders are weaker.
3) Wait I have 30 champs for BGs! I can finish 100% health no problem... wait but r2s against r3s are slower, fight time matters so yeah... not going to work out.
After some long 5 min of thinking about all these possibilities, I'm striving to watch a movie while TV is turned off, think I'll have more success on this cause winning seems impossible.
Sarcasm aside... I believe the game is working as intended, yes, including lack of meaningfull rewards for end game players in all game areas. Why? Because the main goal right now is to engage new spending players into the game and allow them to play "catch up". The more stale rewards are, the faster this goal is achieved and more profit is made.
In order to understand this we have to see things from a company's perspective. Game rewards make no profit and widens the gap between new and long term spending players. However to keep them interested in the game and make them feel like their money is worth something, they need to feel there's meaningfull progress.
This is where sales come in because both sides benefit and if you're still wondering why there has been a Thronbreaker - Valiant bracket... this is why. We've also seen lots of end game content released which is permenant, meaning these new spending players will have access to it in the near future. Realm events also serve their purpose by making profit and having new players earn great rewards while being carried by our top spenders.
The game in it's current state isn't focused on end game Valiant players, it's focused on new spending players and for them, current rewards are great.
Battlegrounds is dying …. Blah blah blah…who cares. The problem is full scope,..as in almost all game modes, just look how long event quest has taken to get some attention. This is nothing new,.,the way i feel is reward tweaks should be quarterly…as in “every 3 months”,..and that’s across the board (all game modes)…excluding maybe arena. But honestly after a while people Just stop caring,..the fact that this subject has to even be posted on the companies forums shows how out of touch Kabam is. With the game advancing and expanding as it is ..this needs more attention,..and it isn’t just battlegrounds that’s the problem
Facts man. All the crappy ass bugs, in every aspect of the game, can’t even message friends because the friend list and messages have been broken for months, don’t get me started on the **** ai, terrible rewards everywhere, no response to anyone. Game is in a bad state right now… it’s only getting worse…
Tbh i didn’t expect to get this type of reaction from my comment,.,and to be clear when i stated “who cares “ in regards to battlegrounds i was being a bit sarcastic when relating it to all the other game modes that have received little attention. So if battleground get’s updated relevant rewards “great”,..but should it be at the expense of other game modes? More end game content (which players have been pining about for ages),..is excellent, but does that mean other game mode updates should be neglected? No,..imo, because that isn’t balanced. Of course BG’s should be top rewards but all aspects of the game should stay relevant. Updating AQ every two years isn’t keeping it relevant,..and when the update drops,..will it be relevant (and for how long)? 1/2 a year until we have to wait another 2 years for it to be updated again?
Completely agree. The update cadence for all these modes seems to be wait until the building is on fire, then dump a bucket of water on a room or two hoping that keeps the fire from spreading then coming back to it later… they move on to the next game mode… never actually putting the fire out or setting up a cadence that keeps ahead of the fire.
Then there’s the infight bugs that just persist relentlessly…
I don’t know what the maintenance team looks like but it seems woefully under staffed at the moment as things have only progressively gotten worse in these core mechanical and economic areas of the game for years now. I really wish care, attention and focus was given to these areas
Bugs are a huge problem and the longer the same issues persist, the more people adjust their spending and playing habits.
Sarcasm aside... I believe the game is working as intended, yes, including lack of meaningfull rewards for end game players in all game areas. Why? Because the main goal right now is to engage new spending players into the game and allow them to play "catch up". The more stale rewards are, the faster this goal is achieved and more profit is made.
In order to understand this we have to see things from a company's perspective. Game rewards make no profit and widens the gap between new and long term spending players. However to keep them interested in the game and make them feel like their money is worth something, they need to feel there's meaningfull progress.
This is where sales come in because both sides benefit and if you're still wondering why there has been a Thronbreaker - Valiant bracket... this is why. We've also seen lots of end game content released which is permenant, meaning these new spending players will have access to it in the near future. Realm events also serve their purpose by making profit and having new players earn great rewards while being carried by our top spenders.
The game in it's current state isn't focused on end game Valiant players, it's focused on new spending players and for them, current rewards are great.
I'm curious to know how your current understanding of how the game works would explain why in the past when most online games were subscription based, and thus there was no possible way to monetize "rewards" things tended to work in the same way. The end game situation in most MMOs back in the day was largely what it is in MCOC now. There were differences in details to be sure, but in a subscription game there is no source of revenue except subscription revenue, and thus there's no actual incentive to prioritize anyone over anyone else. All players generate the exact same revenue. So why did most MMOs run into the same issue with end gamers believing that all end game rewards were stale? To this day this is a common complaint, and the go-to explanation (besides stupid, lazy, or legally blind developers) is monetization. Why are non-monetized games of the past indistinguishable from microtransaction supported games of today in this regard?
Sarcasm aside... I believe the game is working as intended, yes, including lack of meaningfull rewards for end game players in all game areas. Why? Because the main goal right now is to engage new spending players into the game and allow them to play "catch up". The more stale rewards are, the faster this goal is achieved and more profit is made.
In order to understand this we have to see things from a company's perspective. Game rewards make no profit and widens the gap between new and long term spending players. However to keep them interested in the game and make them feel like their money is worth something, they need to feel there's meaningfull progress.
This is where sales come in because both sides benefit and if you're still wondering why there has been a Thronbreaker - Valiant bracket... this is why. We've also seen lots of end game content released which is permenant, meaning these new spending players will have access to it in the near future. Realm events also serve their purpose by making profit and having new players earn great rewards while being carried by our top spenders.
The game in it's current state isn't focused on end game Valiant players, it's focused on new spending players and for them, current rewards are great.
I'm curious to know how your current understanding of how the game works would explain why in the past when most online games were subscription based, and thus there was no possible way to monetize "rewards" things tended to work in the same way. The end game situation in most MMOs back in the day was largely what it is in MCOC now. There were differences in details to be sure, but in a subscription game there is no source of revenue except subscription revenue, and thus there's no actual incentive to prioritize anyone over anyone else. All players generate the exact same revenue. So why did most MMOs run into the same issue with end gamers believing that all end game rewards were stale? To this day this is a common complaint, and the go-to explanation (besides stupid, lazy, or legally blind developers) is monetization. Why are non-monetized games of the past indistinguishable from microtransaction supported games of today in this regard?
I mean for me rewards are only one part of the current neglect. It’s just the most visible one. There’s a lack of creativity across game modes and an over reliance on complexity. Hopefully there’s a pivot sooner rather than later
Sarcasm aside... I believe the game is working as intended, yes, including lack of meaningfull rewards for end game players in all game areas. Why? Because the main goal right now is to engage new spending players into the game and allow them to play "catch up". The more stale rewards are, the faster this goal is achieved and more profit is made.
In order to understand this we have to see things from a company's perspective. Game rewards make no profit and widens the gap between new and long term spending players. However to keep them interested in the game and make them feel like their money is worth something, they need to feel there's meaningfull progress.
This is where sales come in because both sides benefit and if you're still wondering why there has been a Thronbreaker - Valiant bracket... this is why. We've also seen lots of end game content released which is permenant, meaning these new spending players will have access to it in the near future. Realm events also serve their purpose by making profit and having new players earn great rewards while being carried by our top spenders.
The game in it's current state isn't focused on end game Valiant players, it's focused on new spending players and for them, current rewards are great.
I'm curious to know how your current understanding of how the game works would explain why in the past when most online games were subscription based, and thus there was no possible way to monetize "rewards" things tended to work in the same way. The end game situation in most MMOs back in the day was largely what it is in MCOC now. There were differences in details to be sure, but in a subscription game there is no source of revenue except subscription revenue, and thus there's no actual incentive to prioritize anyone over anyone else. All players generate the exact same revenue. So why did most MMOs run into the same issue with end gamers believing that all end game rewards were stale? To this day this is a common complaint, and the go-to explanation (besides stupid, lazy, or legally blind developers) is monetization. Why are non-monetized games of the past indistinguishable from microtransaction supported games of today in this regard?
MMOs maximize time investment from dedicated end game players, meaning they have the tendency of being REPETITIVE just like mcoc where you have to play same game modes and do the same fights over and over in order to stay relevant and be able to compete for top rankings. They basically do the same things and in the same ways with some different tweaks here and there according to the game concept because MMOs are in the continuous need for updates. This takes place regardless of micro transactions or non monetized games and if rewards aren't in a constant update game modes SHOULD to prevent the feeling of stale rewards while having something new and interesting gameplay wise.
If the game doesn't provide end gamers with something to persue (rewards/champs/updated modes) time invested is meaningless with no real goal to keep pushing. Casual players don't enter this equation cause they don't strive for top rankings and new players are in the process of growth. And in my personal experience with mcoc, game modes should be updated aside from a few changes to the node sets or map designs.
End game content reduces that feeling as there's something "new" to chase, primarily rewards, but when that content is explored within a day, were back to the same problematic of repetitive and tedious gameplay. Sales also bring temporary excitement and within the next few days we're off to the same vicious circle of playing old game modes with old rewards that are meaningless to us because these two factors (End game content & sales) devalue games economy and if game mode's rewards aren't constantly updated there's nothing to persue.
A company can't only strive to look after end gamers needs cause that would constantly widen the gap between other newly spending players needs who might feel no significant progress worth their invested money. Also, devs would basically have to constantly create two different types of rewards on content and sales for these two differently paced valueable groups of players that sustain the games income. Strategy wise, it's best to have them into the same group as soon as possible leaving casual players with something to strive for as well as the ftp playerbase who are in the constant need of progression because of how fast the game economy shifts. Isn't that way acts 4-6 were revamped and there's an "OR" progression option based on rank acquisition as well as thronbreaker-valiant brackets on sales?
All this said, in order to give end gamers something to pursue, Game Modes need to constantly be updated because that's where 95% of their game time is invested in. Rewards should be significantly increased according to the resource devaluation from sales and end game content which we've seen lots of both in the past year. And this is the reason why TIME is the most valuable resources in game although it makes no profit, because if players stop dedicating that 95% of their game time to play, the reason to spend diminishes and less profit is made leading for the game to slowly end.
Sarcasm aside... I believe the game is working as intended, yes, including lack of meaningfull rewards for end game players in all game areas. Why? Because the main goal right now is to engage new spending players into the game and allow them to play "catch up". The more stale rewards are, the faster this goal is achieved and more profit is made.
In order to understand this we have to see things from a company's perspective. Game rewards make no profit and widens the gap between new and long term spending players. However to keep them interested in the game and make them feel like their money is worth something, they need to feel there's meaningfull progress.
This is where sales come in because both sides benefit and if you're still wondering why there has been a Thronbreaker - Valiant bracket... this is why. We've also seen lots of end game content released which is permenant, meaning these new spending players will have access to it in the near future. Realm events also serve their purpose by making profit and having new players earn great rewards while being carried by our top spenders.
The game in it's current state isn't focused on end game Valiant players, it's focused on new spending players and for them, current rewards are great.
I'm curious to know how your current understanding of how the game works would explain why in the past when most online games were subscription based, and thus there was no possible way to monetize "rewards" things tended to work in the same way. The end game situation in most MMOs back in the day was largely what it is in MCOC now. There were differences in details to be sure, but in a subscription game there is no source of revenue except subscription revenue, and thus there's no actual incentive to prioritize anyone over anyone else. All players generate the exact same revenue. So why did most MMOs run into the same issue with end gamers believing that all end game rewards were stale? To this day this is a common complaint, and the go-to explanation (besides stupid, lazy, or legally blind developers) is monetization. Why are non-monetized games of the past indistinguishable from microtransaction supported games of today in this regard?
MMOs maximize time investment from dedicated end game players, meaning they have the tendency of being REPETITIVE just like mcoc where you have to play same game modes and do the same fights over and over in order to stay relevant and be able to compete for top rankings. They basically do the same things and in the same ways with some different tweaks here and there according to the game concept because MMOs are in the continuous need for updates. This takes place regardless of micro transactions or non monetized games and if rewards aren't in a constant update game modes SHOULD to prevent the feeling of stale rewards while having something new and interesting gameplay wise.
If the game doesn't provide end gamers with something to persue (rewards/champs/updated modes) time invested is meaningless with no real goal to keep pushing. Casual players don't enter this equation cause they don't strive for top rankings and new players are in the process of growth. And in my personal experience with mcoc, game modes should be updated aside from a few changes to the node sets or map designs.
End game content reduces that feeling as there's something "new" to chase, primarily rewards, but when that content is explored within a day, were back to the same problematic of repetitive and tedious gameplay. Sales also bring temporary excitement and within the next few days we're off to the same vicious circle of playing old game modes with old rewards that are meaningless to us because these two factors (End game content & sales) devalue games economy and if game mode's rewards aren't constantly updated there's nothing to persue.
A company can't only strive to look after end gamers needs cause that would constantly widen the gap between other newly spending players needs who might feel no significant progress worth their invested money. Also, devs would basically have to constantly create two different types of rewards on content and sales for these two differently paced valueable groups of players that sustain the games income. Strategy wise, it's best to have them into the same group as soon as possible leaving casual players with something to strive for as well as the ftp playerbase who are in the constant need of progression because of how fast the game economy shifts. Isn't that way acts 4-6 were revamped and there's an "OR" progression option based on rank acquisition as well as thronbreaker-valiant brackets on sales?
All this said, in order to give end gamers something to pursue, Game Modes need to constantly be updated because that's where 95% of their game time is invested in. Rewards should be significantly increased according to the resource devaluation from sales and end game content which we've seen lots of both in the past year. And this is the reason why TIME is the most valuable resources in game although it makes no profit, because if players stop dedicating that 95% of their game time to play, the reason to spend diminishes and less profit is made leading for the game to slowly end.
This does not answer the question. Why do you think Kabam's focus on monetization starves end game players for content, when games that do not have that opportunity also seemingly starve end game players for content. Why would you ascribe two completely different motivations to two different companies doing the exact same thing in almost the exact same situation?
As a former vibranium player I disagree. Battlegrounds is lots of fun. Probably the most fun mode in the game
Things that prevent Battlegrounds from feeling truly fun:
• Unreliable AI resulting in flimsy play when you can't be sure if you're going to land an intercept or even a parry • Matchmaking and RNG causing your deck to be the automatic defining factor of success and not skill (I don't have Onslaught, Serpent, Red Skull, Sentinel, Bullseye, or Enchantress as 7*s and seemingly EVERY person I face has at least 4 of the above or more) • Long timers, long duration just for one match - sometimes I'm waiting up to a minute to be matched, and then every single other timer feels about 1.5 times slower than it needs to be. If you end up playing all 3 rounds, the whole thing for just ONE match is over 15 minutes • REWARDS being hugely stinted, not updated in 2 years where the rest of the game has moved forward • Incremental rewards make playing feel a TON more like a grind than if there was value
Fix/adjust half of these things, and it makes Battlegrounds doable. Fix most or all and Battlegrounds certainly could be the most fun mode in the game.
For one season, I wish they’d switch to super short timers for champ bans and selections. Speed chess approach. It would only last a month. Shake things up a bit.
Comments
How are you planning to “win” exactly?
Then there’s the infight bugs that just persist relentlessly…
I don’t know what the maintenance team looks like but it seems woefully under staffed at the moment as things have only progressively gotten worse in these core mechanical and economic areas of the game for years now. I really wish care, attention and focus was given to these areas
However I wanted to have fun, in any game mode really, just have the feeling of actually being able to win something you know... So I thought about some options:
1) Asking Kabam to allow me to 100% AQ map 8 around 10 times per day but my prestige is somewhat low... not sure it will matter.
2) Maybe if my alliance manages 0 deaths on AW, but we don't spend on boosts or potions so yeah... It's going to be hard, if we tie 0-0 we loose do to time since our attackers and defenders are weaker.
3) Wait I have 30 champs for BGs! I can finish 100% health no problem... wait but r2s against r3s are slower, fight time matters so yeah... not going to work out.
After some long 5 min of thinking about all these possibilities, I'm striving to watch a movie while TV is turned off, think I'll have more success on this cause winning seems impossible.
In order to understand this we have to see things from a company's perspective. Game rewards make no profit and widens the gap between new and long term spending players. However to keep them interested in the game and make them feel like their money is worth something, they need to feel there's meaningfull progress.
This is where sales come in because both sides benefit and if you're still wondering why there has been a Thronbreaker - Valiant bracket... this is why. We've also seen lots of end game content released which is permenant, meaning these new spending players will have access to it in the near future. Realm events also serve their purpose by making profit and having new players earn great rewards while being carried by our top spenders.
The game in it's current state isn't focused on end game Valiant players, it's focused on new spending players and for them, current rewards are great.
If the game doesn't provide end gamers with something to persue (rewards/champs/updated modes) time invested is meaningless with no real goal to keep pushing. Casual players don't enter this equation cause they don't strive for top rankings and new players are in the process of growth. And in my personal experience with mcoc, game modes should be updated aside from a few changes to the node sets or map designs.
End game content reduces that feeling as there's something "new" to chase, primarily rewards, but when that content is explored within a day, were back to the same problematic of repetitive and tedious gameplay. Sales also bring temporary excitement and within the next few days we're off to the same vicious circle of playing old game modes with old rewards that are meaningless to us because these two factors (End game content & sales) devalue games economy and if game mode's rewards aren't constantly updated there's nothing to persue.
A company can't only strive to look after end gamers needs cause that would constantly widen the gap between other newly spending players needs who might feel no significant progress worth their invested money. Also, devs would basically have to constantly create two different types of rewards on content and sales for these two differently paced valueable groups of players that sustain the games income. Strategy wise, it's best to have them into the same group as soon as possible leaving casual players with something to strive for as well as the ftp playerbase who are in the constant need of progression because of how fast the game economy shifts. Isn't that way acts 4-6 were revamped and there's an "OR" progression option based on rank acquisition as well as thronbreaker-valiant brackets on sales?
All this said, in order to give end gamers something to pursue, Game Modes need to constantly be updated because that's where 95% of their game time is invested in. Rewards should be significantly increased according to the resource devaluation from sales and end game content which we've seen lots of both in the past year. And this is the reason why TIME is the most valuable resources in game although it makes no profit, because if players stop dedicating that 95% of their game time to play, the reason to spend diminishes and less profit is made leading for the game to slowly end.
• Unreliable AI resulting in flimsy play when you can't be sure if you're going to land an intercept or even a parry
• Matchmaking and RNG causing your deck to be the automatic defining factor of success and not skill (I don't have Onslaught, Serpent, Red Skull, Sentinel, Bullseye, or Enchantress as 7*s and seemingly EVERY person I face has at least 4 of the above or more)
• Long timers, long duration just for one match - sometimes I'm waiting up to a minute to be matched, and then every single other timer feels about 1.5 times slower than it needs to be. If you end up playing all 3 rounds, the whole thing for just ONE match is over 15 minutes
• REWARDS being hugely stinted, not updated in 2 years where the rest of the game has moved forward
• Incremental rewards make playing feel a TON more like a grind than if there was value
Fix/adjust half of these things, and it makes Battlegrounds doable. Fix most or all and Battlegrounds certainly could be the most fun mode in the game.