**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.
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This game is simple on the surface, but it can be really, really hard when it slots nodes with unavoidable damage on them on high health opponents.
When you add in damage mitigation...see, people who don’t wade into this stuff consistently don’t understand how hard this stuff is, even with a high-end roster.
I can do Act 6.2-6.4. I have the roster and skills. I am sitting on 6,000 units RIGHT NOW.
That’s not the issue — it’s not about me, me, me.
Like you pointed out, that is just one fight in Act 6. ONE.
There are people who would get absolutely smoked in just that fight. Just that one!
People who think I am just talking because I want free stuff or easier whatever...no. That is not it at all.
I have gamed long enough to know that if the majority of people are gonna get smoked, some of them are just gonna quit and you cannot have a game last like that
I keep saying that it’s not about me making this game better for me. It’s that I recognize that holy smokes, that is not fun
People just like to insult when they can't back their arguments.
To make sure that we don't penalize early runners of Act 6, and also because like it or not the highest Act in the game is being used as end game content when it really shouldn't be due to a lack of end game content, we offer special rewards for anyone that can still do Act 6 without those special gateway-busting boosts. If you do Act 6 as it is now, you get special rewards. These would be retroactively awarded to those that have already completed Act 6 or any of its chapters. But future players will have the option to do "normal mode" first, using special boosts that are designed to widen the number of options players can use for tough fights (CT Sinister comes to mind), and then later when their roster gets wider and they get stronger they can always go back and do Act 6 a second time for higher rewards.
Actually, that sounds very much like Variant difficulty. The current Act 6 would be the "Variant" version of Act 6, and the version you see when you decide to use the special boosts would be normal difficulty. Huh. That solves the problem of how to make story arcs palatable for the average player while not eliminating either the challenge or commensurate higher rewards for stronger players, while also creating replay opportunities for the content.
Complete with special boosts - tier 1 rewards.
Complete without special boosts - tier 2 rewards.
Complete without special boosts and itemless - tier 3 rewards.
Complete without special boosts, itemless, and without using any of the top ten used champs - tier 4 rewards.
I try not to focus on rewards too much because I never want people to think what I am talking about is influenced by what I could get, but I have said before — even in this thread — that RNG is a horrible way to acknowledge significant milestones like that
To me, where you’re taking this would really help the vast majority of players who just haven’t seen what this current game can do to punish you
Anyway, I REALLY hope that the game design team sees these threads, and starts to change the game content, so we can all start having a good time playing COC once again.
The game economy, in the context of MCOC (which doesn't contain the player interchange economy some other games have) refers to the relationship between the rate of resources flowing into the game and the demands on those resources due to progressional game play. It does not mean the stuff players want but can't have. The game economy isn't ruined just because a player that spends less falls behind someone that spends more. That's what's supposed to happen.
There's two main ways to earn stuff in the game. Grind time, and spend cash. There's a rough balance between the two, where a certain amount of time earns a comparable amount as a certain amount of cash. Someone who plays but doesn't spend much can keep up with someone that spends but doesn't play much, up to a point. But it is ludicrous to expect that someone who plays but doesn't spend could keep up with someone who plays *and* spends. That makes spending meaningless, and if spending is meaningless no one would spend, and there would be no game.
The players at the very top play and spend. It is completely unreasonable to expect any player that only plays or only spends to be able to keep up with them.
Alliance Quest
Prestige Race: I personally don’t know how to feel about this since I am a person who does 5x5 because it’s not as time consuming. However, I am aware that Kabam needs funding. So you want players who spend, to continue spending to keep the game alive. At the same time, you don’t want the gap between spending and F2P players to be so great that it’s ONLY pay 2 win. So I’m not sure how to fix the prestige race, except having a better distribution of rewards so the rich aren’t getting more richer than the rest.
Gameplay: the problem seems to be the time requirement. You’re asking us to revolve our life around MCOC, when in actuality we should revolve MCOC around our life. The feeling like you’re babysitting your game because you have to frequently check in with your LINE chats, other alliance mates and having to “optimize” your energy sucks. However, this really only happens because of linked nodes. There’s too much reliability on other alliance mates which makes it feel like you have to constantly check in. I like the idea of playing with other Alliance Mates, but the linked nodes are simply too much. Reduce *significantly* the amount of linked nodes or remove the entirely. You should also increase the energy cap while also lowering the timer to 45 minutes so we’re spending less time checking in.
Alliance War
Incursions-like mechanics. I like the idea of the hacks and it certainly can be implemented into War. As you approach the mini bosses, you can choose a hack that will give you great abilities outside of the champion’s base kit OR choose a hack that will put the defender at a disadvantage.
Champion Acquisition
Champion Acquisition should be similar to how movies are released. I do not mind the players spending on characters to get them immediately. In fact, as I have mentioned it’s a good thing for the game so Kabam can get their revenue. However, I think champion acquisition should be similar to how a movie is released in theaters.
Let’s take the example of the Black Widow movie. If you are interested in being one of the first people to watch Black Widow opening weekend, you are most certainly free to do so. If you wanted to wait until the movie came out on Blu Ray or available for rent so you can watch it in the comfort of your own home, that’s perfectly fine too. The difference between these two options I believe are (1) experiencing a brand new movie in theaters with a whole auditorium and (2) cost. Watching Black Widow opening weekend consists of ticket cost(s) and food cost(s). Because you wanted to be the first one to watch Black Widow you’re spending more than you would have if you bought it on Blu Ray or decided to rent the movie. However, that’s part of the experience. You enjoy being one of the first few and you don’t mind spending a little extra for popcorn, food, and a drink.
With that said, champion acquisition should be similar. For those who want the brand new champion when they’re released, they can do so through Cavalier Crystals. However, if you want to wait for 90 days for example, you should be able to get that champion as well if you did X amount of tasks or grinded for Y amount of resources or something of that sort. If you want premium access (one of the first people to get it), you can certainly buy the champion the first week they come out. If you want to play the longer game, you can get the champion later but more f2p friendly.
You can also add a Nexus Shard Crystals to reduce RNG. I think a reasonable amount would be 12,500 5* Shards for a Nexus Crystal.
Story Content
Story Content outside of Act 5 and Variants 2-4 need to be reconsidered and reworked. The jump from Act 5 to Act 6 is far greater than the jump from Act 4 to Act 5. Not that things should not get difficult as you progress further, but putting a hard wall on players (champion gates, high attack values, terrible boss design like 6.2 Sinister, Mordo, and Champion) advancing is no fun. As a result, I’ve had no motivation to start 6.2 and beyond.
Content also seems tailored to specific champions. I like the way Objectives were set up this month because it allowed the players to do a “treasure hunt” of sorts finding a champion they need to fight to get their reward. This could certainly help in questing. For example, if we take Nick Fury, it will look like this in a path in Act 6.
Node Name: Master of Espionage. [TARGET]’s bleed duration and potency is increased by 200%
Or When [TARGET] would inflict a bleed, [TARGET] inflicts armor breaks as well.
This way, it encourages players to find the champion that is best suited for this node AND encourages players to play a champion that’s been in their roster for a long time. I could characters see Yondu, Civil Warrior, Angela, Elektra, Bishop, Iron Fist, Captain America WWII and others get some love in Endgame content.
Arena
Adds more time players spend on this game (on top of other things like AQ/AW/Story), which adds frustration. The infinite streak should go away - there should no longer be any death matches. Feels bad for players grinding for Featured Champions and falling short a couple of million to only get rewarded 2000 5* shards after spending 3 whole days in arena. I’m not too sure what could help aside from putting in milestones for champions.
Adding a 5* Basic Arena. It’s been said by the devs they don’t want too many arenas because of overflow of resources, but if that’s the case why don’t you combine arenas? The 1-2* and 2-3* arena could be combined together; the 3-4* and 4-5* arena could be combined together; the 5* featured could be as it is; and then you could add a 5* basic arena.
Incursions
Gameplay is great. But getting the Top Zone rewards only once a month is a drag. If I didn’t have a person who wanted to play dungeons (i.e. getting invited to play with this person), I wouldn’t go out of my way to play Incursions. The gameplay itself isn’t sufficient enough for me for the effort and time that is required. If Top Zone Rewards can be acquired weekly that would be nice. In conjunction, you could lower the Top Zone Rewards so it isn’t broken.
Bottom line, the entire game needs to be rethought, and redesigned to be more fun, and worth spending our money on. At least in my HO anyway.
And btw, in the Dork Lessons interview they used the word economy in the same way. I don't see how adding sig stones will, in your words, change "the relationship between the rate of resources flowing into the game and the demands on those resources due to progressional game play".
And from now on, I won't even refute people's points since this is a feedback thread not an arguments and technicalities thread.
MCOC Community:
more balance (more champions becoming useful)
more alliance quest and war energy (less log-ins throughout the day)
more rewards as game becomes more difficult
more chances to pull a beyond God / God tier champ
more mastery points
more new in game content
more fun (less punishing, frustrating nodes)
Kabam: more post to somehow show players we’re listening but actually we’re not
more of the same (players will still play, whales will be whales, we’re ok
more human and financial resouces to MROC
Me: The concept, character design, animations is IMO the best of all the Marvel games out there. The developers are amazing. I guess being on top, earning millions a month has gotten into Kabam’s head. Watever they do or do not do as long as they rake in the millions, it’s ok. Being on top has made Kabam lazy, greedy and unresponsive to its players. C’mon now, do you really think Kabam will implement sudden changes to MCOC with June just around the corner? I bet its all hands, all funds on deck for MROC at Kabam HQ.
Im sure im still gonna play this game till the day it ends. Im also sure that someone who has read all the pages in this thread, believe that Seatin is not responsible for all this discussions.
Your opinion is useless
1. Have Nexus crystals be a regular part of the game. This can be implemented by having summoners spend three times the amount to get a nexus crystal. For example, a 5* nexus crystal would cost 30k 5* shards (10k shards per champ in the nexus crystal). Implementing nexus crystals into the game will help solve the most MAJOR problem in the game of only needing 20 or so champs to complete difficult or endgame content. I also would like to point out that nexus crystals don't eliminate the RNG part of the game, which I think still has its place.
2. Shorten Alliance Quest maps and Alliance War season. I suggest Alliance Quest maps be shortened to two sections (first section and boss section) and Alliance War season be cut in half and by extension, the season rewards in half. Alliance quest is long, highly repetitive and requires players to log in many times a day. Changing the format of the alliance quest map to only two sections will cut Alliance quest timing by more than a third and reduce the need to log in multiple times a day. By cutting Alliance War seasons in half, this will lower the amount of Alliance War season stress and by extension, burnout.
3. Remove repetitive nature of questing. I suggest reducing event/story quest paths to a maximum of 5 per map. Having to defeat an event quest final boss 7 times and having to defeat an endgame content boss 5+ times can become frustrating, repetitive and boring. Let me be clear and say that I am not advocating for lesser energy consumption. Energy consumption as it stands now I believe is fair. In this same vein, no singular path should consume more than 70 energy.
4. Be able to use champions in multiple forms of content at the same time. I advocate that champions used in alliance war OR alliance quest should also be able to be used for story/event questing. The implementation of not being able to use the same characters in different game modes feels arbitrary and restrictive. Players shouldn't feel the need to leave an alliance for a few weeks so they can finally finish up tougher content with their best champs without interruptions. Champions used for alliance war (offense and defense) should continue to not be able to be used in alliance quest at the same time, and vice versa.
5. Eliminate or reduce specificity for content. I find many node combo's with specific champions too hard for 98% of champs to get over in endgame content (6.2 Mr. Sinister for example). Clearing difficult content should not require VERY highly specific champs and synergies, but require some specific champs and skill (see Grandmaster fight). Hard content requires the best champs to complete it and I believe there is still a place for players to seek top level champions to make clearing content easier (see point 1 to better solve issue of getting those champions). Additionally, champion gates in 6.2 should either be eliminated outright or tweaked to be more forgiving to the average player. Hard gating systems that require specific size rosters acquired by either buying units for crystals or putting in many hours, months, or even years turn players off to the game.