**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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If you're worried about how this specifically impacts ignorant players ("new players", etc.), then you can fix that simply by adding clear communication on how the system works, that is easy for players to find and reference. Take the "bug" and turn it into a formal, and public, and communicated, and celebrated "feature".
Literally put in the Arena descriptions that tell players what they will face. Example:
1) easy difficulty fights (opponents at or below your submitted Team's Star and Rank) for the first 6 rounds until a player hits 3x win streak
2) very hard difficulty fights (opponents at the maximum Star and Rank limit for the Arena) from rounds 7 to rounds 11
3) then medium difficulty fights (opponents at Rank 3 of the maximum Star limit for the Arena) at rounds 12 and above
(or however you want to formally shape, and then describe to players, the Arena's mechanics)
You can also add keywords like "Easy", "Medium", "Hard" for each of these tier groups. That you then also add to each matchup opponent team graphical box, of that type, for ease of reference.
This mode indicates a player will need high skill or a top roster team (that they either wait to refresh or pay to refresh) to handle rounds 7 to 11. But after that, they can reliably use Teams resource-upped to Rank 3 of the upper Star limit for that Arena. This a process whereby players can access different parts of the Arena as their roster and skills develop to tackle it, and they also understand this from the outset.
I played a shooter where players could strafe and it was more effective at dodging enemy fire than it looked from the enemy's point-of-view. So new players were frustrated by a game that seemed to cheat them, when their bullets missed what looked like correctly aimed shots. This game could have helped this problem by adding Matrix style dodge animations on players that strafed. Maybe even a HUD text that read "Super Dodging Detected". That way new players would understand that this move from their opponent created superior dodging, and matched what they saw with what the results in the game were.
You can choose to make a game that has more "mystery" to it (aka don't tell players stuff). But you will face more issues related to erratic player user experience and erratic community reaction. When a designer is designing mechanics for a specific purpose, their best best bet is to start by identifying what they want as the outcome: the goals, general and specific. Who (specific demographics, and subdemographics, and hybrid demographics) uses it, how they use it, how much time they put into it, how they perform, how it influences them to shape their roster, how it influences them to spend, etc. If you have 2+ goals that contradict each other, set a tiering of which goals gets priority, to what extent or at what threshold, etc.
After they do that, they can map out a system that flows players into that behavior and outcome. Piecemeal adjusting things through iteration to tune that system. Just remember the game is a composite of microenvironments and ecosystems, and changes to one of those often will affect the others.
A designer doesn't have to feel locked into their goals, they can change them. And then they can tune the system to match the new goals. This can coincide with communication with players to ensure (a) designers can better "manage expectations" of players on the change, (b) designers can further shape how players perceive the change, and (c) designers can keep a dialogue with players to help tune through that channel as well.
I have no idea what you’re talking about. More points was being racked in starting from r5 and downward. While the system see you are using lower ranked champion they change it to face lower ranked champions while your higher one refresh.
Arena has always been mundane and boring, no way around that. You’ve doubled the amount of time it takes to beat each fight now. Complete turn off for me, on something that already lacks my interest. Killing every aspect of this game, there’s not much left that peaks my interest anymore.
Sorry Kabam you have not fixed this - when my time is at a premium doubling the amount of time isn’t a good way to keep your player base - basically making this game unplayable in the time I’ve got available
What if I don’t want to unbalance sandbag my matches. What if I don’t want to lose 1 out of every 3 fights when using my r2/3 5* or r3/4/5 4*. The changes they made force you to do that, I didn’t have to before.
I have always been able to maintain a streak with old system winning all of the fights and using all of my champions from r4 4* all the way to r2 6* in featured 5* arena.
Matchmaking correction looking good so far. Hope it sticks. This is well appreciated, Kabam team. Cheers 🍻
I look at my screenshots from the new arena vs today. After streak 30, I had 4.27m and today I have 4.3m. I guess I lost a few fights in the new arena because of all the r3 6* I had to fight with meme 6*.