It's not wrong. You have the same amount of moves, same amount of time to finish the Map. In both instances, the Map gets finished. One scenario involves people waiting longer. Either situation has the same end goal. Only one has a negative effect on a number of Players because people have a lack of patience. Either way, the options are the same. Wait for Energy, finish the Map, do another the next day. Just halving the Recharge doesn't solve any real need. People just like to finish faster.
It absolutely is wrong, and you’re only arguing semantics. Many players will “gain” moves with more energy than they would have otherwise. Players who login less will still have the same amount of moves they would have with the caveats of less fights since those who move more often will have fought them. Getting the map(esp. 6) finished without having to hassle people with real jobs & life should be something laudable as a change. If as you argue the map is “designed” with all player participation in mind on 1 hour timers why isn’t there 10 paths in every section? People like to finish faster because real life happens and nobody likes to be harassed to move on a game while that real life is happening. If you fail to see that than I’m not really sure what will convince you.
Absolutely correct, and I actually made this same point earlier but was ignored in the multitude of responses after from both individuals. If the argument is that this game mode is truly special and designed for everyone to get a chance to fight, and the alliances are capped at 30 players, meaning 10 per group available to fight, why aren't there ten paths in every map for alliance quest? The fact that it takes two seconds to debunk any counterargument from these guys only shows they aren't interested in debating or seeing the other side. They see what Kabam says, they use their own seemingly lower tier, strange personal examples as evidence it's somehow harmful for the larger player base, and aren't open to any form of suggestion that this particular game mode could be changed in any way. That is, until Kabam decides to change it, then it will be those same guys holding the water in these exact boards pushing the edict along as fact once again. It's kind of crazy to watch, after lurking all these years and only recently commenting in any form beyond alliance recruitment. I said it before, but it almost reminds me of politicians. When they can't respond or debate a number of points, they take one small point and twist it, deflect and use it to switch the commentary to distract from the fact they aren't sure what they are debating in the first place and the logic is on shaky ground.
There have been probably hundreds of other changes in this game over the last three years. These changes didn't get magically fixed in a vacuum of no player interaction. It was the efforts of people on this forum & in the subs who would tell Kabam it was bothersome, decreasing their fun in the game, and could be made better. Granted, some of those changes took more time & effort than others, but a lot of them happened eventually. If there was no merit to any of them - as is being suggested here in this example, because Kabam "designed them" at conception as such - then why did the company acquiesce & have the player base laud them as welcome quality of life improvements? The person most vocally in support of the status quo on this subject here seems to view a lot of this game in a very black and white fashion. Kabam makes the game; we play the game; Kabam improves the game; the game is improved because of Kabam therefore = kabam is usually right (but in actuality always right). This seems to be the line of thinking, and I'm not being hyperbolic because I've read these interactions for over a year now and I've seen it over and over. As soon as this 30 minute possible timer change would happen (if Kabam did indeed change it permanently) this same person would be making the exact same argument - "kabam said it was working as intended this way, it's designed this way" & nevertheless continuing to parrot the moderators and Kabam. When someone has a history as long and detailed of doing such on these forums, it's hard not to guess this would be exactly what would happen.
So I make my points in detail, and use examples & logic to point out why this change would not only be beneficial but welcome, and not one of my points were answered or debated. Hundreds of comments later they are still arguing about it using the same language & digging deeper. If this were to happen, we all agree that the alliances who somehow didn't want this to happen would need to adapt. Just like the rest of us have to adapt to every other change in this game that wasn't beneficial to our current set up. From one of the supporters comments in another thread, it sounds like the issue isn't 30 minute or hour timers, but losing huge chunks of members for probably another reason entirely, and going by the quality of the comments on here and level of debate and discourse, I would guess it's a systemic issue rather than anything to do with time zones or energy/moves available in this part of the game.
I even made a reddit post asking this same question & got some really varied responses, and really the only argument that closely aligns with the pro-staying 1 hour guys on here is that AQ is supposed to be difficult, hence the 1 hour timers. There's a debate to be had about this, as has been laid out here too - is AQ supposed to be difficult, or is it necessary? Is a game mode that requires everyone to be available for 5 days in a row at multiple times during the day and night to get the amount of resources required to rank champions something people consider fun and a challenge? Isn't that why they have different levels of maps in the first place, to control the level of difficulty? What about changing the energy cap to 6 or 7 or higher to compromise? If it's a matter of everyone WANTING to play this game mode but dealing with time differences and availability, why aren't there always 10 specific paths on each map no matter the skill level required? Kabam designed this mode, no matter what your opinion about it may be, to require your alliance to work together and coordinate. That's a fact, hands down. So what exactly would change in that fact if the timers were altered to favor either more moves or in a quicker time frame? The group would still need to coordinate to make sure everyone plays, everyone in each time zone could participate and that the paths were all taken down. Waiting on people to clear a link because they are asleep doesn't change whether the timer is faster or not. Schedules won't change at all, but the paths assigned and amount of fights and strategy might. Some might view that as a negative, but in every other game mode, they seem just fine with change as long as it's Kabam approved. This shouldn't be any different, and just for once, it would be lovely to see those same people give us a bit of credit for trying instead of just waiting for Kabam to eventually think about it or look at changing a game aspect. And I really wish every single thread I see on here wasn't hijacked by the same people speaking as if they represent the official game or moderators, as I think that's disingenuous and only contributes to the discourse and lack of civility between the players and the game team. If the intent is to help them out or ease the waters, the effect is definitely not anything close to it and in fact the complete opposite.
That's my extremely long two cents and probably the last I'll say on this subject, but I would really appreciate if more players jumped in with their opinions as well, and if someone from Kabam would actually read through all of this. With the state of things lately, I'm sadly gonna guess that won't happen but one can dream.
TL:DR - "We don't accept your examples, so you contributed nothing."
Wow that is your most blatant blow off response yet. It seems when you can’t argue/discuss the point you just blow it off acting smug.
On topic 30 again minute timers releave stress for the masses.
And create stress for others but again screw them.
But who does it create stress for? An alliance that has a guy who doesn't join AQ for the first 10hrs? I don't think 30 min timers are the issue here.
It’s not even an issue for the 10 hours late guy. If they are genuinely concerned with his rewards, all they have to do is arrange to leave a node for him.
AQ timers are a relic of times past when the game had much less content to keep players engaged. Their purpose is to "force" teamwork, which is accomplished in a sense, but they do so in an artificial and non-interactive way. All they really do is make players wait, usually for hours on end. Waiting is not fun or exciting. There is no interaction with the game, no system or mechanic we can play or experiment with to influence the outcome. It's forced boredom. You Shall Not Pass! (for the next 5 hours!)
Players are so used to "Waiting" as the main driving force behind AQ that it's very difficult to imagine any other system. There are other ways to implement teamwork (and difficulty) that don't rely on a timer mechanic - and they are already in the game! Linked nodes are a great example of a mechanic that encourages teamwork that is interactive and adds to the gameplay experience rather than detracting from it. Another one is the number of paths which requires a certain number of people to work together to clear a map. These are also interactive in that choosing which path and which heroes to take becomes an interesting choice. Lastly we have bosses and mini-bosses which, if altered in their design, could act as a great meeting point for the battlegroup where everyone has to pitch in a hero and do their share to help bring the boss down.
We need to think about what AQ represents and what we want the modes design to reinforce. Why is it so focused on time and scheduling as the main component of its difficulty? Is this real difficulty or is it artificial? Is this type of design fun? Does it make me excited to play the game?
Personally I think a mode that implements teamwork through mechanics that are not time and waiting based would be much better than what we have right now. I would rather the difficulty of AQ come from systems that are interactive and enhance the gameplay such as unique nodes, harder fights overall, linked nodes, and bosses that are actually designed to require multiple people to take down. There is no sense of accomplishment or satisfaction for clearing AQ in its current form. There is almost no skill involved which means players have no investment in the outcome and it becomes a boring slog.
It's also important to point out examples where Kabam has used time as an effective part of the games design to give some contrast to how they work in AQ:
1) Legend Runs - Putting aside the iOS vs Android problem, legend runs use time effectively because it creates a new way to play the game. This new way to play (gotta go fast!) is also optional and completely under your control as far as when you choose to start the timer. It gives more options on how to play content without negatively impacting others if you choose not to do it.
2) Dungeons - This 2 person cooperative game mode puts a time limit on each dungeon floor. The reason it works well for this type of gameplay is twofold. First is that the timer is not initially punishing or unfair. You have plenty of time to read the nodes, decide which to take down, and complete the fights necessary to do so. The further you go the more impact the timer has, and it really starts to add an element of difficulty where both players are balancing how much time they spend preparing and communicating versus rushing in to maximize fight time. It's a slow build that really amps up the tension and excitement when you manage to clear a level JUST before the timer runs out. The second reason is the fact that you and your teammate are both present and active at the same time. The way matchmaking works guarantees it. This ensures that there is no waiting around for your teammate to move forward.
AQ timers are a relic of times past when the game had much less content to keep players engaged. Their purpose is to "force" teamwork, which is accomplished in a sense, but they do so in an artificial and non-interactive way.
Energy timers don't exist for that reason. Energy timers exist in every F2P game in which they exist specifically because players don't want energy timers. That's not a joke, and when that makes sense to you, you're ready to be an F2P mobile game producer.
I could care less if people are asking for it or not. I'm making the point that it's not best for everyone, and people are adamant that those problems don't exist. It's not up to me to decide whether they're made permanent or not. My issue is with the flat-out refusal to acknowledge that it's a problem for some.
The current aq timers aren’t best for everyone either. So you’re being just as selfish as the rest of us. You’re just on the opposite side.
Energy timers don't exist for that reason. Energy timers exist in every F2P game in which they exist specifically because players don't want energy timers. That's not a joke, and when that makes sense to you, you're ready to be an F2P mobile game producer.
I agree and disagree with you. In general you are correct, F2P games use energy as a frustrating mechanic in the hopes of getting people to spend money to overcome that frustration and/or play the game longer. In the case of AQ, however, timers are not just tacked on to add frustration but instead fulfill two design goals that Kabam had when they introduced the mode 1) Get players logging in multiple times in a day and 2) Force teamwork by making energy gain very slow and limited. Someone at some point in the design of AQ very intentionally thought about how to design a mode with teamwork and decided that energy timers would serve that purpose amongst all the other options they could use (some I listed in my post).
For more proof that timers don't exist simply because players hate them is this key point: There is absolutely no way to circumvent, influence, ignore, or get rid of the energy timer/system that exists in AQ. You cannot grind to get more energy, you cannot pay to get more energy, you cannot speed up or slow down how much you get in any way. Since this is the case what other reason would Kabam have to implement timers other than it fulfills one of their design goals in some way? Frustrating players with no way for them to intereact or get around it seems to be about the worst possible business decision you could make, and I don't think a company as profit hungry as Kabam would make such a decision. If that's the case then that is even more reason why it should be changed because not only is it hurting the players but it's also not benefiting Kabam. Fixing it can only benefit both parties.
Energy timers don't exist for that reason. Energy timers exist in every F2P game in which they exist specifically because players don't want energy timers. That's not a joke, and when that makes sense to you, you're ready to be an F2P mobile game producer.
I agree and disagree with you. In general you are correct, F2P games use energy as a frustrating mechanic in the hopes of getting people to spend money to overcome that frustration and/or play the game longer. In the case of AQ, however, timers are not just tacked on to add frustration but instead fulfill two design goals that Kabam had when they introduced the mode 1) Get players logging in multiple times in a day and 2) Force teamwork by making energy gain very slow and limited. Someone at some point in the design of AQ very intentionally thought about how to design a mode with teamwork and decided that energy timers would serve that purpose amongst all the other options they could use (some I listed in my post).
For more proof that timers don't exist simply because players hate them is this key point: There is absolutely no way to circumvent, influence, ignore, or get rid of the energy timer/system that exists in AQ. You cannot grind to get more energy, you cannot pay to get more energy, you cannot speed up or slow down how much you get in any way. Since this is the case what other reason would Kabam have to implement timers other than it fulfills one of their design goals in some way? Frustrating players with no way for them to intereact or get around it seems to be about the worst possible business decision you could make, and I don't think a company as profit hungry as Kabam would make such a decision. If that's the case then that is even more reason why it should be changed because not only is it hurting the players but it's also not benefiting Kabam. Fixing it can only benefit both parties.
Exactly, most of us are hooked at this point too. The original purpose of one hour timers has outlived its purpose. Another solution would be to make normal bracket retain one hour timers, advanced to have 45 min and exper 30 minute timers. Seems like it solves most of the problems and still enforces kabams original intention for them in making us play more.
Live life man. MCOC is fun, but shouldn’t be your life line. Enjoy it, play it often, but live life too. There’s a lot more to enjoy out there. Family , friends, hobbies, maybe even work for some. In between, enjoy the 8 hours of AQ, then add in war, EQ and arena. But that is plenty well enough time for this game.
Another thread derailed by people arguing (fruitlessly, hopelessly, futilely) with a poster who has been flagged for spam and abuse a collective 7400 times (but never banned from the forum to my knowledge). I suggest using the ignore function to prevent this going forward.
First off, I've been out of the conversation a while now. I've had it umpteen times and it never goes anywhere.
Secondly, disagreeing doesn't derail a Thread. When things go off-topic, when the conversation turns personal, or when it becomes otherwise-inappropriate because people can't agree or disagree in a respectful way, it derails.
As for Flags, they're abused more often than not. It's not there because you don't like someone, or you disagree with their comments. It's there to notify Mods that something is against the rules. Just because you don't like the points someone is trying to make, doesn't make it Spam. When you have many people abusing them, the number adds up quickly. Besides making work for Moderation and breaking the rules, it really has no effect to do so, other than a counter on a Profile.
I'm out of it. It's literally been discussed countless times, and will probably result in little understanding because there's a refusal to see the other side.
Peace.
First off, I've been out of the conversation a while now. I've had it umpteen times and it never goes anywhere.
Secondly, disagreeing doesn't derail a Thread. When things go off-topic, when the conversation turns personal, or when it becomes otherwise-inappropriate because people can't agree or disagree in a respectful way, it derails.
As for Flags, they're abused more often than not. It's not there because you don't like someone, or you disagree with their comments. It's there to notify Mods that something is against the rules. Just because you don't like the points someone is trying to make, doesn't make it Spam. When you have many people abusing them, the number adds up quickly. Besides making work for Moderation and breaking the rules, it really has no effect to do so, other than a counter on a Profile.
I'm out of it. It's literally been discussed countless times, and will probably result in little understanding because there's a refusal to see the other side.
Peace.
Speaking of derailed...nice example above @groundedwisdom how to do that.
We see both sides. We don’t like yours cause it’s nonsensical and completely avoidable.
As stated before, your ally could simply slow down and not be d-bags to their mates. That’s about the gist of what’s needed to resolve your argument.
@GroundedWisdom more nonsense. You’re arguing it’s betterbto wait a full hour because that’s the norm. So if Kabam allows 30m, why can’t you still wait an hour if it makes life better for others in the ally? 1 hour = 30m + 30m.
30’ timer has been awesome. Helping with burnout has been the primary reason. And no 1h timer is not the normal ANYMORE. When this was indtroduced we didn’t have so much content to deal with, so competitive aw and so many arenas to join in. We already have to login and stay online for so many other reasons, if that’s kabam’s reasoning for keeping the 1h timers.
The game evolves and so should some aspects of the game. This is a fundamental bidirectional process. I feel that kabam instead of being proactive, prefers to remain stagnant on old ‘values’ that don’t fit the game anymore, just for the shake of existing data on profit. Some players will throw more money to catch up on the game progression but if more feel the burnout, as it appears to be, then this will be a turning point towards game failure.
Energy timers don't exist for that reason. Energy timers exist in every F2P game in which they exist specifically because players don't want energy timers. That's not a joke, and when that makes sense to you, you're ready to be an F2P mobile game producer.
I agree and disagree with you. In general you are correct, F2P games use energy as a frustrating mechanic in the hopes of getting people to spend money to overcome that frustration and/or play the game longer. In the case of AQ, however, timers are not just tacked on to add frustration but instead fulfill two design goals that Kabam had when they introduced the mode 1) Get players logging in multiple times in a day and 2) Force teamwork by making energy gain very slow and limited. Someone at some point in the design of AQ very intentionally thought about how to design a mode with teamwork and decided that energy timers would serve that purpose amongst all the other options they could use (some I listed in my post).
For more proof that timers don't exist simply because players hate them is this key point: There is absolutely no way to circumvent, influence, ignore, or get rid of the energy timer/system that exists in AQ. You cannot grind to get more energy, you cannot pay to get more energy, you cannot speed up or slow down how much you get in any way. Since this is the case what other reason would Kabam have to implement timers other than it fulfills one of their design goals in some way? Frustrating players with no way for them to intereact or get around it seems to be about the worst possible business decision you could make, and I don't think a company as profit hungry as Kabam would make such a decision. If that's the case then that is even more reason why it should be changed because not only is it hurting the players but it's also not benefiting Kabam. Fixing it can only benefit both parties.
Exactly, most of us are hooked at this point too. The original purpose of one hour timers has outlived its purpose. Another solution would be to make normal bracket retain one hour timers, advanced to have 45 min and exper 30 minute timers. Seems like it solves most of the problems and still enforces kabams original intention for them in making us play more.
There's only one bracket now it's normal 1 hr timers for everyone.
My allaince finished map 5 in 8 hrs now I have sqaut.to do till 2 tomorrow ;(
It's funny that you post so many posts about problems that other people have being their problem. Empathy being a useless human trait. Then you post in the face of 99% of players preferring 30 minute timers with some drivel about you have nothing to do now? Lmao that's a you problem. Since empathy is useless and you are on the wrong side of the vast majority of the player base you don't have a leg to stand on. Fortunately for you Kabam is more interested in making people login more.
I said I'm out. I've had this discussion more times than I care to, and it gets nowhere. I am not going to keep repeating myself when people aren't hearing me. Continue without me.
This thread has derailed into personal attacks and non-constructive posts. If you have questions about the Forum Rules, you can locate them here. The thread will now be closed.
Comments
Absolutely correct, and I actually made this same point earlier but was ignored in the multitude of responses after from both individuals. If the argument is that this game mode is truly special and designed for everyone to get a chance to fight, and the alliances are capped at 30 players, meaning 10 per group available to fight, why aren't there ten paths in every map for alliance quest? The fact that it takes two seconds to debunk any counterargument from these guys only shows they aren't interested in debating or seeing the other side. They see what Kabam says, they use their own seemingly lower tier, strange personal examples as evidence it's somehow harmful for the larger player base, and aren't open to any form of suggestion that this particular game mode could be changed in any way. That is, until Kabam decides to change it, then it will be those same guys holding the water in these exact boards pushing the edict along as fact once again. It's kind of crazy to watch, after lurking all these years and only recently commenting in any form beyond alliance recruitment. I said it before, but it almost reminds me of politicians. When they can't respond or debate a number of points, they take one small point and twist it, deflect and use it to switch the commentary to distract from the fact they aren't sure what they are debating in the first place and the logic is on shaky ground.
There have been probably hundreds of other changes in this game over the last three years. These changes didn't get magically fixed in a vacuum of no player interaction. It was the efforts of people on this forum & in the subs who would tell Kabam it was bothersome, decreasing their fun in the game, and could be made better. Granted, some of those changes took more time & effort than others, but a lot of them happened eventually. If there was no merit to any of them - as is being suggested here in this example, because Kabam "designed them" at conception as such - then why did the company acquiesce & have the player base laud them as welcome quality of life improvements? The person most vocally in support of the status quo on this subject here seems to view a lot of this game in a very black and white fashion. Kabam makes the game; we play the game; Kabam improves the game; the game is improved because of Kabam therefore = kabam is usually right (but in actuality always right). This seems to be the line of thinking, and I'm not being hyperbolic because I've read these interactions for over a year now and I've seen it over and over. As soon as this 30 minute possible timer change would happen (if Kabam did indeed change it permanently) this same person would be making the exact same argument - "kabam said it was working as intended this way, it's designed this way" & nevertheless continuing to parrot the moderators and Kabam. When someone has a history as long and detailed of doing such on these forums, it's hard not to guess this would be exactly what would happen.
So I make my points in detail, and use examples & logic to point out why this change would not only be beneficial but welcome, and not one of my points were answered or debated. Hundreds of comments later they are still arguing about it using the same language & digging deeper. If this were to happen, we all agree that the alliances who somehow didn't want this to happen would need to adapt. Just like the rest of us have to adapt to every other change in this game that wasn't beneficial to our current set up. From one of the supporters comments in another thread, it sounds like the issue isn't 30 minute or hour timers, but losing huge chunks of members for probably another reason entirely, and going by the quality of the comments on here and level of debate and discourse, I would guess it's a systemic issue rather than anything to do with time zones or energy/moves available in this part of the game.
I even made a reddit post asking this same question & got some really varied responses, and really the only argument that closely aligns with the pro-staying 1 hour guys on here is that AQ is supposed to be difficult, hence the 1 hour timers. There's a debate to be had about this, as has been laid out here too - is AQ supposed to be difficult, or is it necessary? Is a game mode that requires everyone to be available for 5 days in a row at multiple times during the day and night to get the amount of resources required to rank champions something people consider fun and a challenge? Isn't that why they have different levels of maps in the first place, to control the level of difficulty? What about changing the energy cap to 6 or 7 or higher to compromise? If it's a matter of everyone WANTING to play this game mode but dealing with time differences and availability, why aren't there always 10 specific paths on each map no matter the skill level required? Kabam designed this mode, no matter what your opinion about it may be, to require your alliance to work together and coordinate. That's a fact, hands down. So what exactly would change in that fact if the timers were altered to favor either more moves or in a quicker time frame? The group would still need to coordinate to make sure everyone plays, everyone in each time zone could participate and that the paths were all taken down. Waiting on people to clear a link because they are asleep doesn't change whether the timer is faster or not. Schedules won't change at all, but the paths assigned and amount of fights and strategy might. Some might view that as a negative, but in every other game mode, they seem just fine with change as long as it's Kabam approved. This shouldn't be any different, and just for once, it would be lovely to see those same people give us a bit of credit for trying instead of just waiting for Kabam to eventually think about it or look at changing a game aspect. And I really wish every single thread I see on here wasn't hijacked by the same people speaking as if they represent the official game or moderators, as I think that's disingenuous and only contributes to the discourse and lack of civility between the players and the game team. If the intent is to help them out or ease the waters, the effect is definitely not anything close to it and in fact the complete opposite.
That's my extremely long two cents and probably the last I'll say on this subject, but I would really appreciate if more players jumped in with their opinions as well, and if someone from Kabam would actually read through all of this. With the state of things lately, I'm sadly gonna guess that won't happen but one can dream.
But who does it create stress for? An alliance that has a guy who doesn't join AQ for the first 10hrs? I don't think 30 min timers are the issue here.
I'd happily never join an AQ again if it meant my alliance locked in 100% of 5x5 each cycle.
It’s not even an issue for the 10 hours late guy. If they are genuinely concerned with his rewards, all they have to do is arrange to leave a node for him.
Players are so used to "Waiting" as the main driving force behind AQ that it's very difficult to imagine any other system. There are other ways to implement teamwork (and difficulty) that don't rely on a timer mechanic - and they are already in the game! Linked nodes are a great example of a mechanic that encourages teamwork that is interactive and adds to the gameplay experience rather than detracting from it. Another one is the number of paths which requires a certain number of people to work together to clear a map. These are also interactive in that choosing which path and which heroes to take becomes an interesting choice. Lastly we have bosses and mini-bosses which, if altered in their design, could act as a great meeting point for the battlegroup where everyone has to pitch in a hero and do their share to help bring the boss down.
We need to think about what AQ represents and what we want the modes design to reinforce. Why is it so focused on time and scheduling as the main component of its difficulty? Is this real difficulty or is it artificial? Is this type of design fun? Does it make me excited to play the game?
Personally I think a mode that implements teamwork through mechanics that are not time and waiting based would be much better than what we have right now. I would rather the difficulty of AQ come from systems that are interactive and enhance the gameplay such as unique nodes, harder fights overall, linked nodes, and bosses that are actually designed to require multiple people to take down. There is no sense of accomplishment or satisfaction for clearing AQ in its current form. There is almost no skill involved which means players have no investment in the outcome and it becomes a boring slog.
It's also important to point out examples where Kabam has used time as an effective part of the games design to give some contrast to how they work in AQ:
1) Legend Runs - Putting aside the iOS vs Android problem, legend runs use time effectively because it creates a new way to play the game. This new way to play (gotta go fast!) is also optional and completely under your control as far as when you choose to start the timer. It gives more options on how to play content without negatively impacting others if you choose not to do it.
2) Dungeons - This 2 person cooperative game mode puts a time limit on each dungeon floor. The reason it works well for this type of gameplay is twofold. First is that the timer is not initially punishing or unfair. You have plenty of time to read the nodes, decide which to take down, and complete the fights necessary to do so. The further you go the more impact the timer has, and it really starts to add an element of difficulty where both players are balancing how much time they spend preparing and communicating versus rushing in to maximize fight time. It's a slow build that really amps up the tension and excitement when you manage to clear a level JUST before the timer runs out. The second reason is the fact that you and your teammate are both present and active at the same time. The way matchmaking works guarantees it. This ensures that there is no waiting around for your teammate to move forward.
Energy timers don't exist for that reason. Energy timers exist in every F2P game in which they exist specifically because players don't want energy timers. That's not a joke, and when that makes sense to you, you're ready to be an F2P mobile game producer.
Lets get 45 min timers
I agree and disagree with you. In general you are correct, F2P games use energy as a frustrating mechanic in the hopes of getting people to spend money to overcome that frustration and/or play the game longer. In the case of AQ, however, timers are not just tacked on to add frustration but instead fulfill two design goals that Kabam had when they introduced the mode 1) Get players logging in multiple times in a day and 2) Force teamwork by making energy gain very slow and limited. Someone at some point in the design of AQ very intentionally thought about how to design a mode with teamwork and decided that energy timers would serve that purpose amongst all the other options they could use (some I listed in my post).
For more proof that timers don't exist simply because players hate them is this key point: There is absolutely no way to circumvent, influence, ignore, or get rid of the energy timer/system that exists in AQ. You cannot grind to get more energy, you cannot pay to get more energy, you cannot speed up or slow down how much you get in any way. Since this is the case what other reason would Kabam have to implement timers other than it fulfills one of their design goals in some way? Frustrating players with no way for them to intereact or get around it seems to be about the worst possible business decision you could make, and I don't think a company as profit hungry as Kabam would make such a decision. If that's the case then that is even more reason why it should be changed because not only is it hurting the players but it's also not benefiting Kabam. Fixing it can only benefit both parties.
Exactly, most of us are hooked at this point too. The original purpose of one hour timers has outlived its purpose. Another solution would be to make normal bracket retain one hour timers, advanced to have 45 min and exper 30 minute timers. Seems like it solves most of the problems and still enforces kabams original intention for them in making us play more.
Secondly, disagreeing doesn't derail a Thread. When things go off-topic, when the conversation turns personal, or when it becomes otherwise-inappropriate because people can't agree or disagree in a respectful way, it derails.
As for Flags, they're abused more often than not. It's not there because you don't like someone, or you disagree with their comments. It's there to notify Mods that something is against the rules. Just because you don't like the points someone is trying to make, doesn't make it Spam. When you have many people abusing them, the number adds up quickly. Besides making work for Moderation and breaking the rules, it really has no effect to do so, other than a counter on a Profile.
I'm out of it. It's literally been discussed countless times, and will probably result in little understanding because there's a refusal to see the other side.
Peace.
Speaking of derailed...nice example above @groundedwisdom how to do that.
We see both sides. We don’t like yours cause it’s nonsensical and completely avoidable.
As stated before, your ally could simply slow down and not be d-bags to their mates. That’s about the gist of what’s needed to resolve your argument.
Precisely why I'm done with the conversation. Please don't tag me in it again.
Tag. Your it @GroundedWisdom.
The game evolves and so should some aspects of the game. This is a fundamental bidirectional process. I feel that kabam instead of being proactive, prefers to remain stagnant on old ‘values’ that don’t fit the game anymore, just for the shake of existing data on profit. Some players will throw more money to catch up on the game progression but if more feel the burnout, as it appears to be, then this will be a turning point towards game failure.
It's funny that you post so many posts about problems that other people have being their problem. Empathy being a useless human trait. Then you post in the face of 99% of players preferring 30 minute timers with some drivel about you have nothing to do now? Lmao that's a you problem. Since empathy is useless and you are on the wrong side of the vast majority of the player base you don't have a leg to stand on. Fortunately for you Kabam is more interested in making people login more.
This thread has derailed into personal attacks and non-constructive posts. If you have questions about the Forum Rules, you can locate them here. The thread will now be closed.