**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.
6* AG is unfair.
This discussion has been closed.
Comments
I’m just a little curious as to why this is applicable to the devs decision to make the 5* generic trade-in the way it is (which you disagree with changing), but it isn’t applicable to the re-roll (which you agree with changing).
No accusations here, but it seems like it’s one approach to the situation you disagree with, and another for the one you agree with.
Imagine pulling a Groot and then a prompt asks you if you want to reroll . You lose the Groot but you can possibly get him again. No loss only gains. With the risk that you get something worse . Same situation with the store
Your logic is "Well I got this 6* Mystic Gem and these 2 bad options to use it on..... Time to flip a coin!!"
I held it as long as possible in hopes of getting a 6* Mystic worth the use, but this trade in was my hope of getting any one of the other 5 classes where I could justify using it on a great champ right away
What I said was, the cost of the 6* Gem is for a very specific Player, one that has what they need or is very close to it. I never said I was against them changing it. I said I understand the logic. All I said was I don't see it happening. Which I seem to have been correct thus far.
They could make six new crystals in theory, but new crystal definitions do not appear to come "for free" because a relatively small number of them can have significant impacts on the performance of the entire game, which is why they do periodic crystal clean ups and why they seem reluctant to create large numbers of crystals to work around issues like this.
Obviously there are people who can do it. But just like everything else, they've decided to go this route for whatever reason. Maybe becuase there is primarily no need for it because they can just do what they're doing now instead. It's not worth doing the whole for just 1 time event when you can do it with existing mechanics with zero difference in result other than people calling it a scam
For the record, I'm not asking they change the Store now. I'm debating the logistics of the subject.
Featured Items. Always present.
Now, suppose there's a specific thing that just doesn't work right in one of your spreadsheets. In theory, you could just change the code of Excel to make that thing work, or ask Microsoft to do that. In practice, that's never done. Excel does change over time, but not in response to one person's spreadsheet. New features are added and sometimes old features are modified, but only in a very holistic and global way. No one thinks about hacking Excel to do one thing in one place differently, because even if you could, actually doing that would very quickly make a mess out of Excel.
Same applies here. The crystal designers have no visibility into how the game spins crystals. It just does, just like the SUM() formula just works in Excel. The actual programmers who have the power to alter the code of the game aren't going to do so just for one crystal, because that would add a lot of weird and eventually buggy behaviors to the game engine. Nor can they do that arbitrarily even if they wanted to, because if they change the code of the game to make crystals work differently, they could break all the data in the game that currently defines crystals. It would be like if Microsoft changed the SUM() function in Excel to work in a way they thought was better, but then broke a billion spreadsheets in the world as a result.
That would require code to perform the reroll function. It would require UI changes to implement the controls for the reroll button. It would require database schema changes to add the flags that would determine which crystals were allowed to be rerolled. It would require toolchain changes to give designers the ability to flip the flag to allow the designated crystals to be rerolled. And because you cannot control a feature like this once you add it to the game mechanics, you also have to add all the base stuff you would need if this feature was used in the general case rather than just in the trade in store itself - data mining tools and dashboards to track the usage of the feature, and modifications to the resource monitoring engines to account for rerolls (to distinguish between rolls adding resources to the game economy and rerolls which swap one resource for another, to prevent double counting). Otherwise it would be a landmine waiting to detonate under some poor designer's feet when they stumbled across this feature a year from now.
At this point you're dealing with a feature that touches the engine, the meta engine, the UI, the game economy, the data analytics, and the game client, and that means you probably have to allocate a producer slot to manage all of this and coordinate the time involved (you can't just make half these changes and not the other half without things in the game getting wonky, so if you can't allocate all the dev time simultaneously you'd have to implement in phases, keeping certain featured dormant until they could be safely activated). There's also game client testing (what happens if a game client that has not yet been updated to have the reroll code attempts to spin a crystal after rerolls are enabled?).
Unfortunately, that's the scope of work that can happen when you try to add a button.