**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
I guess a lot of people still cling to the notion that rewards are transactional; that rewards should be proportional to difficulty, and changes to difficulty should be accompanied by changes to rewards. Unfortunately for those people, to a first order approximation zero point zero game developers believe this.
Rewards and difficulty are only loosely coupled. Content difficulty is supposed to be tuned to be appropriate to the target players likely to be running the content, while rewards are supposed to be tuned to be appropriate to the needs and inducement requirements of the players likely to be running the content (in other words, what most of them need in terms of in-game resources, and what a sufficient percentage of them need as encouragement to play it).
You can't change the rewards the story arc delivers without creating problems, and you can't justify different rewards on the basis of different difficulty. The only thing you can compensate for is the costs associated with that difficulty, and that compensation is never going to make every single person whole again.
Consumables aren’t a reward. Compensation implies a reward for time, aggravation, money etc spent. They are a nice to have but they also expire. Compensation should come in a form that we can use on our own terms not tied to a ticking clock.
Aka - rank up materials, hero crystals, and or better yet how about units back (it’s the right thing but I realize unlikely)
Very disappointed thus far.
Doesn’t matter what it costed me...fact is whatever revives I used costed units...at the very least why not compensate with units and let me decide if I want to use them for revives..forcing us to store revives which expire in 14 days...second part of the problem is rewards..the content was changed but then how come after nerf they also didn’t nerf the rewards..so if the content got easier the rewards should’ve went down..since rewards for people completing it after the nerf didn’t go down then why aren’t those who finished before receiving a buffed reward
What about 6.1.5, 6.2.2, 6.2.5
These 3 Quests also bragged tons of Units from everyone for purchasing revives and heal potions..
Why don't we get compensation atleast for those ?????
And rather giving pots at least gave the units equivalent because that’s what i used
Why forcing us to get pots (it should be players’ discretion on what things he wants to spend those units)
Tbh these pots hardly make you clear 2-3 quest fully in pre-nerf phase.
Plz I need answers