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Personally I disagree that this is a good idea, but I understand the reasoning.
TB wasn't made for us, it was made so Kabam could target deals at players that had far exceeded available content due to bad planning. They don't care about you as individuals; we're all just numbers to be averaged out for the machine. Shocking, I know.
There were better options from a game design perspective, but TB gating was more of an emergency patch because deal-days were coming.
Unfortunately, the difference between a new Cav and TB could be so huge that a lot of veterans got cut out, which also cut out a lot of spending. I'm interested to see how they handle the deals this year.
I’d vote for more titles, more granularity, less emphasis on roster rankups held hostage by pRNG, more opportunities to distinguish the very top players as well as the most loyal.
Dr. Zola
Prestige? What about people who don’t do AQ?
Account rating ? What about people who don’t rank up 4*?
Number of 6*? What about people who go for featured? If you go basic 30k gets you 3 6* rather than 2 from featured
Personally don’t think act 6 should’ve been opened up until act 5 was 100% done, but maybe making players return to explore these past acts they’ve skipped over before they can get whatever title is coming next should be required to slow down the people that are rushing through titles
But the larger barrier to high granularity progress titles is the simple fact that every one of them creates additional work for the devs, and that places an absolute limit on the number of them they will want to manage over time. In fact, you could make the case they already have too many to pay enough attention to: the lower tiers are far more cosmetic most of the time than the critical ones of Uncollected, Cavalier, and Thronebreaker.
When the devs added Cav difficulty to EQ, they eliminated Beginner. More difficulties had reward balancing issues and also there's more workload associated with them, so the devs could only add one by eliminating another one. They aren't likely to ever eliminate a progress tier, but they can pay less attention to one whenever they add another, which is what would happen if they added more tiers.
If you ask the devs for X, where X requires continuous developer time to maintain, they are going to ask you what Y are you willing to give up. Because there's no extra dev time to spend on anything. Every minute you ask them to spend on slicing the 1% of the playerbase into tenths of a percent is going to come from them taking those minutes away from something else that is happening now. And dev time is not perfectly fungible either, because different devs work on different things. To get X, you cant just give up any random Y you don't care about. Chances are, if you're interested in X, you'll have to give up a Y you also care about.
The biggest constraint on game changes is not what the devs can do, or even what they are willing to do. It is what they have the time to do. And from the outside, everyone tends to assume things take far less time than they actually take.
It's ridiculous how easy it is to get 5 and 6* shards now days. I see posts with people exploring act 4 with a 4/55 complaining about the energy cost.. what? We used 4/40 4* champs from 2015-16, with Slashed Tires Juggs and 3 energy per tile... Having paid our dues and played the game for so long should be worth something. I can see why players who have been playing for 3-5 years are offended when someone who has been playing for 1 year wants the same title as them. Can you not?
Two: the current design philosophy for stuff like the story arc content is for the paths to have a wide range of requirements and difficulty levels. This is reasonable so long as a player cannot get hung up on a particularly difficult path for them that has path requirements their roster doesn't contain suitable counters for. RNG limitations are significantly softened around the edges when players don't need every counter, they just need enough counters to complete the content, and then can take longer to randomly acquire the holes in their roster necessary for the paths they are stuck on to eventually achieve full exploration.
If progress always requires 100%, this will have the side effect of compelling the devs to water down story arc content, because the design requirement will cease to be make paths that most players can find at least one path through to being make all paths such that most players will find all paths doable in a reasonably short amount of time. By forcing the players to do everything, you are also forcing the devs to make everything doable under shorter champion acquisition time constraints.
Right now, the game allows players to push for completion first, and then take their time with exploration. I think that's a good thing. It means players can pace themselves through the content. They don't have to rush to do everything to open the door to the next thing, and then get stuck waiting for the next thing with nothing to do. This also means some players never do exploration but constantly whine about having to wait for the next thing or complain the next thing is too hard. But I think requiring full exploration throws the baby out with the bath water. We'd be penalizing players playing the game reasonably just to go after the players abusing the privilege of optional exploration.
So I don’t think anyone should be able to unlock thronebreaker or future titles for example without elders bane, the next title after Thronebreaker, should, among other prerequisites, require breaker of thrones title.
And yes, you’re right they could’ve been removed and if it was up to me, they would’ve, but it’s not and unfortunately (and impressively for that matter) all but 2 of the guys replacing some of our retirees have suffered from massively underdeveloped skills so not all could be replaced apparently.
Though I will say that has allowed me to find the game fun again I will always say that feeling like you have to rank a champ you don’t want to gain access to a different tier is not good design. Should have always been linked to content and skill. Completing content moving you through a tier felt like an accomplishment. Eventually I ranked a Thing I still don’t use for throne beaker. If not though I still would be awaiting on a champ I personally find worthy of using over a 5* version with higher sig.
It’s easier to get t5CC(of course even easier to buy he title) but even now with that I’m still sitting on a cosmic T5CC I’ve had for over a year and a skill T5CC I’ve had since just before the title came out. I’m just finally about to form my mutant and mystic for champs I really have that are worthy.
Also for perspective I have 40 the 6* and only 4 of them currently would I definitely r3(of course 2 are mutant)at current sig and 1 is a maybe.
It's a title, it's not forced on you. No one's making you get it. No one makes you rank a bad champ to get the title. You wanted the title so bad, you ranked up a champ. That's on you. That's your choice.
The title was meant for 7.2 or later when Act 7 was supposed to be 100x more difficult. They can't tie a title to content going forward because that new content will never be hard enough to warrant a title. Act 7 is no where close to being skill based. So much in 7.1 that helps you in fights.
False, the game was never designed that way. If you look at the 100% rewards for each act, they are geared towards giving you what you need to tackle the next act. What is often forgotten now, is that the EXPERIENCE of exploring the previous act is also designed to prepare you for what's ahead. I'm sorry, but you just won't be as good of a fighter, puzzle solver or have the same roster depth if you aren't paying your dues and exploring the content.
For us "old timers", we explored the content because sometimes there wasn't any new content to do. So I get that as the game gets older/more content available to complete via one-time-run-through, it's going to present a challenge to make exploration appealing. Tbh, I'm not entirely sure what the answer is. But, I for one am grateful that I started playing during a time where exploration was sometimes the only option if you wanted to progress further. It's made me a much wiser, stronger player. I'm not really super talented at video games in general. I'd say more like average at best. I'm only good at this game cause I've played it daily for 4 years. If I wasn't good at it at this point, something would be seriously wrong 😂. While raw talent at videos games will certainly go far in this game, you also need experience.
Blaming it on RNG like this is not an RNG game makes no sense to me. If Kabam gives you lemon... 😀
I had 2 6s R3 back then, I have 6 of them now.
I think throne breaker is a good marker of player progression. I like the fact that you don't just have to complete something to get it, but it also gives a measure of the strength of the roster. If you play the hard content consistently you will get there.
Bottom line the devs knew where the game was going so the community should have trusted them 8 months ago.
My 0.02$
On the other hand I find it more likely that you draw a champion worth ranking for the catalyst you have. That is way easier than getting the catalyst that matches your few options.
If you have a small 6s roster, you shouldn't be throne breaker.
That is what takes the RNG out of the equation.
I have 60 6s, 6 of them R3, 2 mystic, 1 scientific, 1 skill, 1 tech, 1 cosmic. And I still have more that deserve R3 waiting for dupes and 1 T5CC scientific. More or less every time I formed a catalyst I had someone to rank up. And I'm not lucky, it's just that strength is in numbers.
Serious question: in a game with dozens on dozens of meaningless titles and rarely used modes, is adding a meaningful title at the mid-point of future story content really too taxing? And by meaningful I don’t mean a whole new EQ level—just a way to flag progress that could potentially be used to delineate players, tier offers, etc. I’m clearly not a programmer, but I doubt Kabam is stuck with a couple of guys coding the game in basic on their Apple IIe’s.
And even if it is slicing only the top 1-2%, isn’t that a sweet spot for the game—where play and spend is most frequent? I think I’ve got a pretty solid roster, but when I look at guys like @Worknprogress , I realize we aren’t even playing the same game. Why should we be at the same progress level?
Dr. Zola
There just needed to be a bit of patience from people and a recognition that not everyone is at the same level of progress, which is still the case. OP has 2 R3, I have 8, others have way more. We all different