**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Options
Feb 2020 Side Event Feedback (3 week arena, objectives & quest)
This discussion has been closed.
Comments
In the same month that players are able to sell their Namor's, an objective is for fighting Namor in Arena, which is usually based around player trios. If people have sold off any of their Namor options, that means the pool available to fight has shrunk.
Similarly, Deadpool has not been released as a 5 or 6-Star. He is only around as a paid for 2 or 3-Star, and a rare to earn 4-Star. The odds of seeing him outside this specific Arena are very unlikely, so the goal is greatly off.
The milestones for the Arena also do not reward excess playing, and the realistic reward of a 2 or 3-Star depending on the crystal also diminish any effort.
The objectives should have been for fighting outside of the Arena as well, like in Quests and even Duels (so that we could actually use these excess Duel credits that have no real value since Duel Events ceased). We could then find other AI Namors, Invisible Women, Mister Fantastics and Deadpools to fight.
This summarizes almost perfectly where Im at and how Im feeling in the game ATM. Everything ingame is either mostly done (variants, act 5), too easy(UC EQ's), or completely out of my reach(Act 6.2, AOL). Kind of directionless/no motivation for me. It's basically grind arena, AQ, or whatever side event happens to be on.
I think the most fun I ever had in the game was last summer. Taking on and 100%ing Act 5. Was thoroughly enjoyable in every way and the feeling of accomplishment was satisfying. But that's over now, and newer content becomes prohibitively difficult, and for me, it saps the enjoyment right out.
Every choice you make is only fair if you ignore all the people it disadvantages. Why do you get to jump ahead of others just by spending money? Why not just force everyone to spend the same amount and then everyone gets the same amount of stuff, turning the game into a subscription? Because those games just aren't as successful, and they don't attract as many players, so the game operators decide the free to play microtransaction model is fair enough: some people get to play for free, and in exchange some people get more stuff when they financially support the game. You either accept this situation as being fair enough, or you don't.
The rationale for random rewards is much longer, but it is there. But the short version is some people won't like it, and as a result some people won't play the game because of them. But enough people are fine with it and will play the game to make it successful. And that's why the game does it.
A balanced event would have something for those endgame players and also good stuff for the midtier players. Now in that scenario, not everyone would be able to complete everything (which usually brings out a different type of griping), but that way, there's at least something for everyone to do.
The Deadpool side quest kinda has that (though the highest difficulty still lacks challenge for those with deep rosters), but the rest (arena and objectives) does not. And maybe that could have been scaled to include both progressing players, like a second arena that involves 5* & 6*s that have a bit spicier rewards.
In the end, not every month is a win, and this month *should* give me some time to catch up on some Variants, but we'll see if I just slack on the game instead.
It's just a really poorly executed event...5 years in.
That's MCOC's quarterly revenue, from the time Netmarble acquired them, as reported in Netmarble's financial statements, adjusted for estimated currency change during the quarter from dollars, in millions of dollars US per quarter. And yes, I believe the numbers do in fact speak for themselves. Assuming you look them up instead of make them up.
And in case you think I'm manipulating the numbers to make the revenue look better than it is, this is what the raw Korean won numbers look like without factoring in exchange rates:
I.e. anyone doing only a superficial analysis would see even better revenue growth than the more sideways revenue in the adjusted analysis. In any case, the game took in about 280 million USD in fiscal 2019, and about the same in fiscal 2018, and that seems to suggest the game has a reasonably bright future.
PS: Most of that money goes to Netmarble and Disney; Kabam isn't spending $280million to develop the game. Netmarble has to make back their $800 million investment and Disney almost certainly makes licensing fees that scale with revenue.