**WINTER OF WOE - BONUS OBJECTIVE POINT**
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
There is currently an issue where some Alliances are are unable to find a match in Alliance Wars, or are receiving Byes without getting the benefits of the Win. We will be adjusting the Season Points of the Alliances that are affected within the coming weeks, and will be working to compensate them for their missed Per War rewards as well.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Comments
Not bad
Is that a different package?
Cheers Kabam. These rewards were fair and thoughtful. You're doing way better with compensating and transparency.
In particular, if you set a Cavalier player back one month and a beginner player back one month, that will cost them completely different amounts: the Cavalier player undoubtedly more. On average, an hour of Cavalier player time is worth more rewards, simply because they can and do earn more rewards per hour. The compensation package isn't paying for your time, such that everyone's time should be valued equally. It is an attempt to compensate for lost ability to earn rewards in the game, which is different for everyone. There's no way to do that perfectly, but tiering compensation based on progression title is a reasonable estimate for trying to do so.
Not only is every player's earning rates different, rewards have relative value not absolute value. If I was a beginning player, a 4* crystal would be worth a lot: it could move me forward days or weeks ahead in my ability to run content and progress in the game. It isn't worth that to me now: it is mostly worth about a couple percent of the 5* shards I earn in an average week. So if you give the same package to everyone, even if it is completely identical it will help some players vastly more than others. That's a different and more important kind of unfair.
It isn't perfect, and there are always lots of exceptional cases, but to be frank progression affects most things in the game from the content you can run to the calendar rewards you get. It will affect things like this much of the time, and you either accept that is true in a progressional game, or you don't. But it isn't going to change to fit your idea of what's equitable. We've been doing this since the 200k v12 compensation packages, and my recollection is that they were tiered in part specifically because of complaints about a prior package not being appropriately tiered.