**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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R2’ing a 5-star just to prevent t1a from expiring is pointless. In no way does that improve an “end game” account. In fact, it’s the sunk cost fallacy. I’m losing this resource, I don’t want to lose it, so I’m spending more just not to lose it.
I don’t see an issue with allowing t2a to be sold from overflow. We’d get peanuts, but psychologically, it’ll make people feel better. I don’t see an issue with them lowering t2a rewards keeping everything the same. Feels a bit redundant, but no big issue.
The issue I have is people demanding more t5b (and now t4cc from your post) solely based on not wanting t2a to expire. This results in faster rank ups and will require much more thought into balancing. Yet, I really don’t see posts saying “we can’t rank up champs fast enough;” correct me if I just missed them. So the solution here creates an outcome to a problem that doesn’t exist.
We have now reached a point in the game where it is no longer ‘a high value item’, so should be able to sell it.
This should 100% be an option in the sigil.
Another measure of "end game" would be which level of alliance content you do.
Beyond that, you can look at roster. For simplicity, could just measure by number of r3. Though I'd say this measurement, while accurate for deciding where someone is in the hunt for characters and materials can be affected by spending. So it's not quite as pure of a measurement as content completed or alliance content. But I still think it's a valid form of measurement. Whether grinded (via content mentioned above), paid for or more commonly, a combination of both.
As for the gold issue. Please understand I mean zero offense. One of my oldest friends in this game struggles with gold. But he and I both know why. He's very busy. Has 3 kids, a demanding job, does chores around the house and does a lot of social activities. He doesn't have gold because he's just not that active in solo content.
The key to having gold is just play the game actively. And it used to be to save gold crystals for the bonuses. But that's no longer a thing moving forward. In all honesty, if you're struggling with gold it is probably one of two reasons. More activity is needed (everything in game gives *some* gold). Arena is the most often mentioned, but it's actually not 100% necessary. All quest in game, incursions, etc. give out gold. The second is if a player is still in one of the early stages of progression. The solution for the former is more activity, the solution for the latter is patience.
And just to state again, since it did not come across yet. I'm not asking for more of something, necessarily. I'm asking for a logical ratio for one's level. The game economy folks can decide what are the actual appropriate amounts (how many rank ups are allowed in a certain amount of time). I just want to see a more logical ratio.
Of course, I do understand the intentional creation of bottle necks. It's what makes the game a game. But it's all done to maintain our interest. So we keep playing and/or spending. What I'm reporting is that if a ratio becomes *too* drastically skewed it can have a negative impact on our interest to push on and keep playing. I can tell you first hand it has impacted my desire to play AQ. The Glory Store being the main culprit. The current value of t5b is actually outrageous imo. I'm not saying simply that the I'm losing interest because I'm annoyed. I'm also losing interest because there is currently nothing in that store I really need or wish to purchase. And Glory is one of the main rewards for the game mode. Surely you see the issue?
Also, a lot of us have lost interest in obtaining t5c. The motivation is gone.We can only use a fraction of the amount we collect. Due to a *lower* tier resource. What I'm saying is in an effort to stretch out the value of an old (to us) resource, they've managed to devalue a newer one in the process.
6*s have ratios of 7:3 at r1 and 2:1 at r2, which drastically slows your ranking progression.
I currently have 52 T2A and 6 T5B right now, which just sucks. I have to r4 5* champs and waste t4b and t4c or let t2a expire.
I think it's also a cummulative effect. Many of us old school players have been feeling like we're always waiting for an overdue update for...years I'd say. It took "forever" for a Cav difficulty in EQ to be released. But, here's the really frustrating part. By the time it finally came out, it was so overdue, that it didn't take long at all for it to feel outdated. Like.. extremely quickly. So after waiting for so long, turns out... we never actually left the state of feeling like we are waiting for the game to "catch up" I think it really does weigh heavily on our morale. We desperately need another tier of EQ and SQ to keep veteran players around.
Why is it ok for veteran players to only feel mentally engaged, excited or rewarded a few times a year in special end game events? "Oh you guys are fine.. you have your special events to enjoy. Just stay out of the discussion about permanent or recurring content and enjoy your special events..." Don't get me wrong, these events were awesome! And we saw how positively the veteran community responded to them. But.. the question is why can't we also have recurring content (monthly, for example) that actually engages us mentally? That we feel somewhat excited about. Like the rest of the progression levels have. Really though, why is this such an outrageous concept? That we have something tuned for us that recurring.
Another progression title is sorely needed as well. They are too many players packed into TB. Just as there are too many players packed into Cav EQ/Legendary SQ. Making it essentially impossible to tune both the difficulty and rewards accurately for the huge scope of players found within these brackets.
Don't get me started on crystals and solo/alliance events. Whether it's those that are progression based, but never had a TB bracket added (think objective crystals), or even a Cav bracket added ( think gold crystals). Or it's crystals or events that have been in the game since the beginning and have never been updated or had a progression bracket applied to them when they undoubtedly should have. There's a huge list. I won't bother typing it out. Most of us know what they are.
I'm really hoping 2022 brings us into better place. Maybe a new progression title and recurring content difficulty level will go a long way to making things feel better in the game. And not just for veterans. More brackets usually means better, more accurate tuning for all brackets. And, I can tell you right now, that a meaningful update the Glory Store will have a significant impact on my own morale. Which may actually tie directly into the release of a new progression bracket. Here's hoping.
I'm not the resource designer for MCOC, so I cannot say whether that is the case or not. But I know this is a common design principle in games like this, so it is entirely possible. If this is true, pointing out that there is an unresolvable imbalance won't have the persuasive effect people think it should, if they think it should be obvious so such unresolvable imbalance should ever exist. That's not an axiom of game design.
I currently have 76 t2a and 26 t5b. Roughly a 3:1 ratio.
On the surface, that may seem very imbalanced, but when you consider that taking a 6* straight from r1 to r3 requires 15 t2a and 7 t5b, roughly a 2:1 ratio, it's not that skewed. It may seem that way to someone who's roster is at a point where they're exclusively ranking up 6* champs, but when you consider 5* champs, which require 10 t2a and 2 t5b to get to r5, a 5:1 ratio, it's not really that bad. In fact, those still working on their 5* roster, which is completely reasonable for a new thronebreaker, could make a reasonable argument for it being skewed the other way (too many t5b, and not enough t2a), cause using my numbers for example, I have enough t5b for 13 5* r5 right now, but that would require me having 130 t2a (54 short).
I'd argue that the only way to get the balance a little bit tighter would be another progression title, with its own rewards, that are more skewed towards t5b. That said, the immediate argument there would be that this next, hypothetical title, should be skewed more towards 6* r4 rewards.
Ultimately, for me personally, I'd love to see a bit more t5b, cause my focus now is on 6*, but looking at it from the entire thronebreaker perspective, which has to include those who just got the title, it's probably actually a pretty well balanced ratio.
And the ratio of T2A to T5B in the AQ Rank rewards from Rank 31-150 is just under 4:1. How many new Thronebreakers are in Top 150 AQ Alliances?
Act 7.3, gets a little closer to 2:1, but still not quite (it’s 15 T2A to 6 T5B).
And btw, if you start looking at T5B to T5CC ratios, it supports a T5B shortage even more:
Glory Store Price - 1:5
AQ Rank Rewards (31-150) - 3.5:1
Act 7.3 - 4:1
And for reference, you need 7 T5B and 1 T5CC to take a 6-star from R1 to R3. So they are giving out A LOT more T5CC than 1 for every 7 T5B.
As for the t5cc comment you made, I was intentionally omitting them, as they aren't relevant to the 5* rank ups I was using for the argument of t5b to t2a ratio.
Again, I'd love to see more t5b, and I'm really looking forward to the glory store refresh (praying they don't disappoint), but I was just playing devil's advocate to say that in my opinion, looking at the overall scope of the thronebreaker from new summoners to seasoned, the balance isn't terrible.