**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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I do think many players do have a sense of entitlement and want rewards for little effort. And I do agree that part of that entitlement stems from overwhelming earlier content with too high of a roster and running into a brick wall later because skills are lacking.
All that said, where we diverge is on the opinion of book content. I've said it once, and I'll say it a billion times, story content is content most developers actually want the majority of their players to complete. That necessitates it being a little easier. As the majority of players are average, by definition. Remember, we are talking about majority of the masses. Not the elite. And not the scrubs. The average player.
Abyss? Make it as hard as you can. Variants? Fair game. Those are extras. Yes people may complain that those content pieces are too hard, but, well you can't please everyone.
All that said, I can understand where you are coming from and respect your opinion 💯
An early piece of content that’s designed for 4*R5s will lose its meaning when done with 5*R5s.
Thank you @SpideyFunko for the interview as well. Enjoy your break!!
Couple that with impatience, a sense of entitlement from steamrolling earlier content made easier by newer and stronger champs, and handouts from Kabam, what we with get is people calling BS for interactions they don’t understand or lack the know-how to get past.
But you also want to make the game attractive to new players, so this has to be balanced. If you throw the worst at your new players early you won't have any veteran players. This is tricky to balance. But what amplifies this problem is that the longer a (progressional) game lasts, the higher its progress ladder extends, the harder this problem becomes, because a new problem creeps in. It is very difficult to manage a game when the progress ladder gets very long, because it becomes increasingly difficult to give every rung of that ladder the attention it deserves. You want to funnel most of your effort into the parts of the game where most of your players live. And there's typically a rough bell curve where at any one moment in time most of your players are living at a certain point in the game (this is an oversimplification for discussion purposes, real population curves tend to be more complex: for example they tend to pile up at certain places, like at the very top). At the high end, you try to soft cap player progress to prevent them from pushing the top too far too fast. But there's also a lot of incentive to speed up the players below the curve so they spend less time there. That way you accelerate them into the part of the game where the focus is.
This acceleration isn't necessary when the game first launches, but it becomes an increasing factor the longer the game lasts. And that acceleration acts to manage the range of players in the game, but it has the side effect of amplifying the difference between the early game and the latter game, because the early game is being accelerated and the late game is being decelerated to manage an ever widening progress range. And that can encourage progress entitlement, unfortunately, because players expectations are being set by unsustainable circumstances that change as the player progresses through the game.
Seeing T2a and T5b is not easy to get for conquerors (or downright impossible), we will not see them with 5* R5 yet.
I don't think the rank-up materials are the issue, but the shards. I'm following a general gamer on YouTube. He started like 6 months ago but he already has a 6* without being UC. I've been playing for 3 years, I became UC in January 2020 but I wasn't even halfway a 6*. This guy got lucky he started before Summoner Appreciation and got more than half a 6* free (the rest from mutant island). It feels wrong to see a guy who doesn't even read the abilities of his or the opponent's champions has a 6*. Alright, it is a Bishop, but what if he got lucky?
I think rewards should not be given to the wrong players, rather than barring them from using. Kabam, not the players, are to blame.
The lower prestige of the alliance will make the map easier, and relatively comparable to what the top alliances are running in terms of difficulty.
- New Act is introduced. People who can complete the act complete the act.
- Act completion rewards + monthly EQ rewards + AQ + AW of the appropriate difficulty improves people’s roster to assist in Exploration of the Story Act.
- Story Act Exploration rewards pushes players’ roster up a notch to tackle the next Story Act.
Therefore, if higher tiered rank up materials are made accessible for these players in the Monthly EQ + AQ + AW rewards, they will completely bypass the intended Act’s roster and skill requirements, which IMO is detrimental to the players’ long term growth.
Another benefit of having Story Act Exploration gate roster progression is that whoever attains a certain Act Exploration Title will have a baseline roster and skill. This prevents players’ from reaching too far out of their comfort zone and become disillusioned with the difficulty. (What I’m suggesting is a title for Act Completion, and another for Act Exploration.)
Lastly, in terms of monetary benefit for Kabam, deals can be specifically tailored to each title, without the need for inflation. For example, for a player who has freshly explored Act 4 and has just gotten his first 4 T2A from the Act exploration rewards, T2As are very rare for him, as compared to someone who is Cavalier.
The idea is, if we do not stop the progression acceleration of players, it will spiral out of control with new players, without the necessary skill honed from experience (that only comes from content clearing), getting disillusioned because they keep hitting a brick wall after a brick wall.