Changes to Arena
SuperDumbface64
Member Posts: 13
Hello all, from a semi-hardcore player that tries to be as active as possible despite the family and job situation. As someone in this unique limbo between having the necessary free time and having absolutely no time to spare, I, like many players judging from forum threads and replies, have serious issues in regards to the monotony that is an Arena Grind.
Gold is scarce. About as scarce as a 4* draw from a Premium Hero Crystal. That's why I find myself grinding when I can in a feature that, in comparison to other game features, feels repetitive, boring, unnecessary, and often times unfulfiling. Arena, once upon a time, offered fair rewards for time invested grinding away, as the game was still mostly in its infancy, and the brackets weren't as severe. Anymore, it isn't uncommon to see numbers like 8mil for a decent new champ, when just a couple years ago, such a number would have been simply unheard of.
But I don't need to tell you that. Hundreds of thousands of casual players already have, or like myself, only rely on it for quick gold. This feels very unnecessary.
For many of us, it seems impossible to keep up with those who have no job or family to keep up with. It seems impossible for the working man with bills and financial woes to even match the hardcore players in terms of spending to get ahead. Achieving rank rewards justifiable for our sacrifice of time is an unrealistic goal to set for ourselves, kind of like me wanting washboard abs by this summer!
If you're going to continue the same rinse-and-repeat process of 3on3 teams in increasing difficulty implementation, allow me to offer some suggestions that YOU could do in order to make arena a more fun and rewarding experience.
1. Eliminate Rank Rewards
Now I know this is a doozy of a first suggestion, but you've read this far, why stop now? The current setup stops milestone rewards at a certain number, offering the exact same rewards as previous milestones with no incentive to grind past a certain number other than the sheer possibility that your sacrifice of time and activity will bless you with a special featured hero or villain. When a featured hero ends up going for far less than your grind (I knew several players who hit 5mil for a Luke Cage 4* that went for around 1.5m), you feel cheated as you could have easily only sacrificed a fifth of what you did for the exact same reward, delivering you a very empty feeling victory. Now if we set a dry amount or increasing milestone rewards up to a certain point, with the featured hero as the top prize, this would certainly offer casual players much more incentive to buckle down to play your game more and, potentially and most importantly to you I'm sure, spend more money. You can set the number as high as you like, over 10mil if you felt it would help, but I guarantee you that dangling the carrot keeps the rabbit hopping. The uncertainty of obtaining a champion despite your hard work and sacrifice leaves many players embittered and unwilling to give your company a dollar. I feel this kind of change would help in easing that divide.
2. Re-Worked/Re-Imagined characters
I'm not the only one who's been thinking this. Part of what makes arena so monotonous is seeing the same repeated motions and maneuvers over...and over...and over. You have an intimidating amount of available champions, but so few distinctions between a majority of them. It seems after the changes made to Iron Fist, we haven't seen a different set of moves applied to any other established champions, with the exception of Hulk sp1 and Abomination sp2. Frankly, characters like Cyclops, Hawkeye, Black Bolt, and most females tend to feel a bit dull and tired because of their shared base moveset. It leaves one dying for unique characters like Rogue, Archangel, Nightcrawler, etc. Having a unique moveset certainly would break the monotony, as well as allow the development team time to tweak their older roster, letting stylish and fun characters feel new and worthwhile again. I would easily give up my anticipated 2018 champion additions if it afforded the development team time to make me want to play with my Ms Marvel or my Storm again. And to be honest, I can't remember the last time I saw Scarlet Witch utilize her hidden Tae-Kwon-Do talents to spinning heel kick Steve Rogers in the throat!
Now I understand the criticism that there's only so many fighting arts. This is true. However, why can't Magik utilize her sword in the same way Guillotine does? Why can't Scarlet Witch use her hex powers like her 'dad' Magneto? Wouldn't Storm be more of a street fighter than a martial artist, as we got to see in the comics when she lost her powers and still trounced Cyclops for control of the X-Men? Some food for thought on this one.
3. Gold
Arena crystals are great, and honestly there's nothing wrong with them that I'd bother to complain about, but honestly, as I stated previously, most of us grind arena as a source of gold. Offering substantial gold rewards at the cost of PHC shards in the milestone rewards would go a long way in helping casual players to conserve their time and energy to possibly do others things with your game ( been a while since I've done a story mode run ).
I'll end this here, and I appreciate any of you that read this series of suggestions. I wouldn't have bothered if I didn't care. I like this game and I want it to not only succeed, but I want it to get even better.
Thank you for your consideration,
Your Friendly Neighborhood Dumbface
Gold is scarce. About as scarce as a 4* draw from a Premium Hero Crystal. That's why I find myself grinding when I can in a feature that, in comparison to other game features, feels repetitive, boring, unnecessary, and often times unfulfiling. Arena, once upon a time, offered fair rewards for time invested grinding away, as the game was still mostly in its infancy, and the brackets weren't as severe. Anymore, it isn't uncommon to see numbers like 8mil for a decent new champ, when just a couple years ago, such a number would have been simply unheard of.
But I don't need to tell you that. Hundreds of thousands of casual players already have, or like myself, only rely on it for quick gold. This feels very unnecessary.
For many of us, it seems impossible to keep up with those who have no job or family to keep up with. It seems impossible for the working man with bills and financial woes to even match the hardcore players in terms of spending to get ahead. Achieving rank rewards justifiable for our sacrifice of time is an unrealistic goal to set for ourselves, kind of like me wanting washboard abs by this summer!
If you're going to continue the same rinse-and-repeat process of 3on3 teams in increasing difficulty implementation, allow me to offer some suggestions that YOU could do in order to make arena a more fun and rewarding experience.
1. Eliminate Rank Rewards
Now I know this is a doozy of a first suggestion, but you've read this far, why stop now? The current setup stops milestone rewards at a certain number, offering the exact same rewards as previous milestones with no incentive to grind past a certain number other than the sheer possibility that your sacrifice of time and activity will bless you with a special featured hero or villain. When a featured hero ends up going for far less than your grind (I knew several players who hit 5mil for a Luke Cage 4* that went for around 1.5m), you feel cheated as you could have easily only sacrificed a fifth of what you did for the exact same reward, delivering you a very empty feeling victory. Now if we set a dry amount or increasing milestone rewards up to a certain point, with the featured hero as the top prize, this would certainly offer casual players much more incentive to buckle down to play your game more and, potentially and most importantly to you I'm sure, spend more money. You can set the number as high as you like, over 10mil if you felt it would help, but I guarantee you that dangling the carrot keeps the rabbit hopping. The uncertainty of obtaining a champion despite your hard work and sacrifice leaves many players embittered and unwilling to give your company a dollar. I feel this kind of change would help in easing that divide.
2. Re-Worked/Re-Imagined characters
I'm not the only one who's been thinking this. Part of what makes arena so monotonous is seeing the same repeated motions and maneuvers over...and over...and over. You have an intimidating amount of available champions, but so few distinctions between a majority of them. It seems after the changes made to Iron Fist, we haven't seen a different set of moves applied to any other established champions, with the exception of Hulk sp1 and Abomination sp2. Frankly, characters like Cyclops, Hawkeye, Black Bolt, and most females tend to feel a bit dull and tired because of their shared base moveset. It leaves one dying for unique characters like Rogue, Archangel, Nightcrawler, etc. Having a unique moveset certainly would break the monotony, as well as allow the development team time to tweak their older roster, letting stylish and fun characters feel new and worthwhile again. I would easily give up my anticipated 2018 champion additions if it afforded the development team time to make me want to play with my Ms Marvel or my Storm again. And to be honest, I can't remember the last time I saw Scarlet Witch utilize her hidden Tae-Kwon-Do talents to spinning heel kick Steve Rogers in the throat!
Now I understand the criticism that there's only so many fighting arts. This is true. However, why can't Magik utilize her sword in the same way Guillotine does? Why can't Scarlet Witch use her hex powers like her 'dad' Magneto? Wouldn't Storm be more of a street fighter than a martial artist, as we got to see in the comics when she lost her powers and still trounced Cyclops for control of the X-Men? Some food for thought on this one.
3. Gold
Arena crystals are great, and honestly there's nothing wrong with them that I'd bother to complain about, but honestly, as I stated previously, most of us grind arena as a source of gold. Offering substantial gold rewards at the cost of PHC shards in the milestone rewards would go a long way in helping casual players to conserve their time and energy to possibly do others things with your game ( been a while since I've done a story mode run ).
I'll end this here, and I appreciate any of you that read this series of suggestions. I wouldn't have bothered if I didn't care. I like this game and I want it to not only succeed, but I want it to get even better.
Thank you for your consideration,
Your Friendly Neighborhood Dumbface
3
Comments
a few days ago I had discussed this with other players about setting goals to acquire heroes. I would just add that there should be some kind of division of goals, especially for the basics OR include a five-star hero in a fourth arena, even if that 5 stars is restricted to players from a certain level (40 or 50 for example, to avoid mess), especially now that the 6 stars have arrived in the tournament. Is not it time to include a 5-star arena, even if only once per MONTH?
on the fixed scores I repeat that I agree, because I did not even try to catch the gladiator hulk knowing that they would make more than 10 million to stay in the 10%
while the basico took with 2 million (a cut that I liked, because it did not overload so much).
could set something like this
basic:
until level 35: 2 million
until level 50: 5 million
50 onwards: 8.5 million
basing the scores of each cut on the player's level, evaluating the heroes or some other condition that avoids cheating (kind of stopping evolving only to catch championships more easily)
could also put higher minimum limits for special champions or launches, like this new hulk.
is my suggestion and attempt to add something at our friend's suggestion above. Just consider the possibility of withdrawing this way of defining who wins the champions, because we also have jobs and social life, except that it is difficult to believe that a human being alone makes more than 20 million.