Upcoming Side event vs Mutant Treasure Island
Dretlle
Member Posts: 41 ★
I've seen some people in the announcement for the new side event quest saying they didn't like the randomness or comparing it to mutant treasure. I'm going to touch on the randomness debate but I mainly wanted to talk about the comparison to mutant treasure island (for cathartic reasons mostly.)
In my opinion mutant treasure Island was too good of a side event, was too boring and should not be brought back anytime soon.
The rewards were the best we've seen in a long time. You got two five star awakening gem crystals, 6500 six star shards, 22500 five star shards and whatever else you wanted. I didn't even mention the fabulous crystals which gave you a good amount of units. Overall the rewards were good but being so good they easily overshadowed other rewards in the game and set up unrealistic standards.
Also, it let you pinpoint exactly what you needed (especially after they revealed the map) or wanted and let you grab that item after you got a key. It didn't have anything to hold attention or make you think. This months side event had a creative ring mechanic that forced you to pay attention. Some people probably found that annoying but that's what separates the side event from the other content in this game. Mutant treasure island was a bore even though the rewards were good.
The upcoming side event has randomness, which creates suspense and stakes, a way to guarantee 4 paths after completing some criteria, which lets you get resources you need, and even more guaranteed rewards from the objectives. People are complaining about kabam relying too much on RNG when thats a core mechanic of this game. The AI, the crystals, and nodes in the incursions. This side event has guaranteed good rewards plus more rewards from RNG and some of y'all are still mad.
To finish this off I just wanted to throw in some other random thoughts:
-The new arena is better than the old one overall especially if they are accelerating players to uncollected and beyond. It's simple future proofing even if it stings a little right now.
-Help players in the early game. Those tutorials better be top tier because this game is not very friendly to new players.
-The jump in difficulty between act 4 and act 5 is just too much. Maybe add in an act 4.5 to help ease players into act 5.
-Act 7 is great so far.
-Kabam is definitely getting better at understanding and wanting to understand the community.
-I need Iso
Hope everyone has a great day!
In my opinion mutant treasure Island was too good of a side event, was too boring and should not be brought back anytime soon.
The rewards were the best we've seen in a long time. You got two five star awakening gem crystals, 6500 six star shards, 22500 five star shards and whatever else you wanted. I didn't even mention the fabulous crystals which gave you a good amount of units. Overall the rewards were good but being so good they easily overshadowed other rewards in the game and set up unrealistic standards.
Also, it let you pinpoint exactly what you needed (especially after they revealed the map) or wanted and let you grab that item after you got a key. It didn't have anything to hold attention or make you think. This months side event had a creative ring mechanic that forced you to pay attention. Some people probably found that annoying but that's what separates the side event from the other content in this game. Mutant treasure island was a bore even though the rewards were good.
The upcoming side event has randomness, which creates suspense and stakes, a way to guarantee 4 paths after completing some criteria, which lets you get resources you need, and even more guaranteed rewards from the objectives. People are complaining about kabam relying too much on RNG when thats a core mechanic of this game. The AI, the crystals, and nodes in the incursions. This side event has guaranteed good rewards plus more rewards from RNG and some of y'all are still mad.
To finish this off I just wanted to throw in some other random thoughts:
-The new arena is better than the old one overall especially if they are accelerating players to uncollected and beyond. It's simple future proofing even if it stings a little right now.
-Help players in the early game. Those tutorials better be top tier because this game is not very friendly to new players.
-The jump in difficulty between act 4 and act 5 is just too much. Maybe add in an act 4.5 to help ease players into act 5.
-Act 7 is great so far.
-Kabam is definitely getting better at understanding and wanting to understand the community.
-I need Iso
Hope everyone has a great day!
6
Comments
what? just what?
The thing is, the sidequest needs to be just that - a sidequest. If you have a long quest that costs energy like this month it's a grind and boring, not enjoyable. Mutant treasure island you had to use your keys wisely, enter everyday, and get really solid rewards. Next month is going to be like Namor rifts from 2 years ago. Decent rewards with absolute randomness and a few times that you can actually select what you want. We have lots of RNG in the game to fill the suspense quota.
Another thing, you saying the jump from act 4 to 5 is big? What? It's been that way for years and for begging players with even a half decent amount of skill, it isn't that bad. Players now have such good champions and access to resources the people who completed it before them didn't. The jump in PI and nodes is not significant in Act 5. There is no reason for Kabam to mess up they're entire game for an "Act 4.5". You honestly believe they will take this into consideration and say, "yes you are right. The millions of players who cleared that content were completely lucky and it's just too hard. Lets add a 'half act' to let people slowly introduce themselves to the content.
Your last paragraph is exactly why I think they need to consider adding an act 4.5 or at least improving the skills of the players before entering act 5. People are getting babied with better and better resources before entering act 5. This means they don't have to rely on skill to clear content and instead can rely on higher star level and rank characters than the content is meant for. I'm simply saying that if kabam wants to get players to uncollected more quickly they should take into consideration the roadblock that transitioning from act 4 to 5 presents and focus more on increasing skill and not giving players better resources.
Edit: Act 5 is where global nodes become a force. They are presented before but they become a much more significant part of the content in act 5
Good ole bait and switch.
I agree with two of his points.
And the rewards? TRT had an insane amount of 6* shards, I believe 8k? Also a skill 5*, ton of catalysts and so on, not even mentioning fairly easy to access 10% t5cc, since the event gives a ton of revives and potions specifically for that event. MTI had 3k 6* and 15k generic 5* and an AG.
Also the bosses: TRT had no annoyance at all, it was easy as heck, whereas MTI had the dreaded Weapon X, about whom I'd hear daily complaints for the whole month.
Now I admit that when the rewards were unveiled, MTI became quickly very good. But it's not fair to judge event based on a bug that ruined the concept imo. With that logic, the one buggy event that gave you infinite entries was even better.
You say TRT had no annoyance at all and thats what made it boring outside of the ring system. IMO the most enjoyable, although tough, part of MTI was the weapon X boss. It provided a fun challenge and if people couldn't do it they weren't in the position to get the rewards. I'm not saying a holistically challenging side event like modok's labs is a good thing I'm just saying a little spice in combat is nice.