A lot of people had no clue how easily Kabam can turn off mastery costs. I think it really takes the fun out of the game when you have to make a business decision on whether a fight is worth redoing masteries or not. Kabam would get a lot of points with the community if they remove the costs because it is long overdue. With all of the bugs and recent lack on content that is an easy win for the community and they can sell it as such. 100% with you, but it's clearly a business decision. It isn't a business decision, at least not primarily: they almost certainly don't make much on mastery swaps, because mastery swaps are not a very common practice.The primary reason is a purely game design issue. This is not the only game with this sort of restriction. Even games that don't charge for such changes restrict them in other ways that prevent them from happening while earning zero revenue. The reason is the same reason we don't just end up earning enough mastery points to turn them all on. If the logic is that once the player pays to unlock them they should be able to use them however they want, why don't people also ask for enough mastery points to turn them all on if they want (actually, scratch that: some people do).Mastery swaps aren't free because mastery swaps existing at all is a compromise. The point to the mastery system is to present a choice to the player, or a set of them. Pick this, you can't have that. Take this, you get the benefits but also the deficits of that mastery. Players are supposed to make choices and then live with them. That's why the maximum number of mastery points earnable is carefully selected to ensure you can't have everything, or even a majority of everything without making sacrifices. Many games don't even allow any such respecification changes: they go to the extreme of not allowing such respecification decisions at all, at any cost.Since there are issues with locking players into those decisions permanently, and those are compounded by the evolution of the game where different game modes place completely different pressures on mastery setups, the game allows for mastery changes up to a point. You can do them, but they'll cost. So players have to weigh the benefits of swapping with the costs incurred with swapping.None of this is revenue driven: in fact it is much cheaper to respecify masteries now than in the past as many of the unit costs were removed. The cost is not there to make money, it is to make mastery configuration "sticky" so players have to stick with their decisions and live with them most of the time.Designing and enforcing consequences into player decisions is a fundamental game design principle. It is why mastery changes aren't free, it is why rank down tickets are most non-existent, it is even one of the primary bases for why we have fixed inventory capacity. A lot of design decisions in this game are influenced by monetization, but this isn't one of them.
A lot of people had no clue how easily Kabam can turn off mastery costs. I think it really takes the fun out of the game when you have to make a business decision on whether a fight is worth redoing masteries or not. Kabam would get a lot of points with the community if they remove the costs because it is long overdue. With all of the bugs and recent lack on content that is an easy win for the community and they can sell it as such. 100% with you, but it's clearly a business decision.
A lot of people had no clue how easily Kabam can turn off mastery costs. I think it really takes the fun out of the game when you have to make a business decision on whether a fight is worth redoing masteries or not. Kabam would get a lot of points with the community if they remove the costs because it is long overdue. With all of the bugs and recent lack on content that is an easy win for the community and they can sell it as such.
A lot of people had no clue how easily Kabam can turn off mastery costs. I think it really takes the fun out of the game when you have to make a business decision on whether a fight is worth redoing masteries or not. Kabam would get a lot of points with the community if they remove the costs because it is long overdue. With all of the bugs and recent lack on content that is an easy win for the community and they can sell it as such. 100% with you, but it's clearly a business decision. It isn't a business decision, at least not primarily: they almost certainly don't make much on mastery swaps, because mastery swaps are not a very common practice.The primary reason is a purely game design issue. This is not the only game with this sort of restriction. Even games that don't charge for such changes restrict them in other ways that prevent them from happening while earning zero revenue. The reason is the same reason we don't just end up earning enough mastery points to turn them all on. If the logic is that once the player pays to unlock them they should be able to use them however they want, why don't people also ask for enough mastery points to turn them all on if they want (actually, scratch that: some people do).Mastery swaps aren't free because mastery swaps existing at all is a compromise. The point to the mastery system is to present a choice to the player, or a set of them. Pick this, you can't have that. Take this, you get the benefits but also the deficits of that mastery. Players are supposed to make choices and then live with them. That's why the maximum number of mastery points earnable is carefully selected to ensure you can't have everything, or even a majority of everything without making sacrifices. Many games don't even allow any such respecification changes: they go to the extreme of not allowing such respecification decisions at all, at any cost.Since there are issues with locking players into those decisions permanently, and those are compounded by the evolution of the game where different game modes place completely different pressures on mastery setups, the game allows for mastery changes up to a point. You can do them, but they'll cost. So players have to weigh the benefits of swapping with the costs incurred with swapping.None of this is revenue driven: in fact it is much cheaper to respecify masteries now than in the past as many of the unit costs were removed. The cost is not there to make money, it is to make mastery configuration "sticky" so players have to stick with their decisions and live with them most of the time.Designing and enforcing consequences into player decisions is a fundamental game design principle. It is why mastery changes aren't free, it is why rank down tickets are most non-existent, it is even one of the primary bases for why we have fixed inventory capacity. A lot of design decisions in this game are influenced by monetization, but this isn't one of them. For you to say this has nothing to do with costs shows how little you understand Kabam. Kabam has many restrictions that are made purely on a time limit. You don't have to have masteries cost units for it to be restrictive. This is about units and Kabam willingness to not let it go. There are players who switch masteries between every war, so maybe on the level you play the practice isn't common but that assumption is just not true.
If it came to a choice, would you rather have free mastery resets, or would you rather spend units for mastery presets?I would still prefer free masteries, but the idea of presets would also make me happy if they were a nominal amount
A lot of people had no clue how easily Kabam can turn off mastery costs. I think it really takes the fun out of the game when you have to make a business decision on whether a fight is worth redoing masteries or not. Kabam would get a lot of points with the community if they remove the costs because it is long overdue. With all of the bugs and recent lack on content that is an easy win for the community and they can sell it as such. 100% with you, but it's clearly a business decision. It isn't a business decision, at least not primarily: they almost certainly don't make much on mastery swaps, because mastery swaps are not a very common practice.The primary reason is a purely game design issue. This is not the only game with this sort of restriction. Even games that don't charge for such changes restrict them in other ways that prevent them from happening while earning zero revenue. The reason is the same reason we don't just end up earning enough mastery points to turn them all on. If the logic is that once the player pays to unlock them they should be able to use them however they want, why don't people also ask for enough mastery points to turn them all on if they want (actually, scratch that: some people do).Mastery swaps aren't free because mastery swaps existing at all is a compromise. The point to the mastery system is to present a choice to the player, or a set of them. Pick this, you can't have that. Take this, you get the benefits but also the deficits of that mastery. Players are supposed to make choices and then live with them. That's why the maximum number of mastery points earnable is carefully selected to ensure you can't have everything, or even a majority of everything without making sacrifices. Many games don't even allow any such respecification changes: they go to the extreme of not allowing such respecification decisions at all, at any cost.Since there are issues with locking players into those decisions permanently, and those are compounded by the evolution of the game where different game modes place completely different pressures on mastery setups, the game allows for mastery changes up to a point. You can do them, but they'll cost. So players have to weigh the benefits of swapping with the costs incurred with swapping.None of this is revenue driven: in fact it is much cheaper to respecify masteries now than in the past as many of the unit costs were removed. The cost is not there to make money, it is to make mastery configuration "sticky" so players have to stick with their decisions and live with them most of the time.Designing and enforcing consequences into player decisions is a fundamental game design principle. It is why mastery changes aren't free, it is why rank down tickets are most non-existent, it is even one of the primary bases for why we have fixed inventory capacity. A lot of design decisions in this game are influenced by monetization, but this isn't one of them. For you to say this has nothing to do with costs shows how little you understand Kabam.
And your backlash has now made this topic toxic .
And your backlash has now made this topic toxic . 😂
And your backlash has now made this topic toxic . 😂 You think it is funny to want want free mastery changes? I don't see your point.
And your backlash has now made this topic toxic . 😂 You think it is funny to want want free mastery changes? I don't see your point. I specifically removed that part so it won't seem like I'm opposing free mastery setups. But yes. Presets with cost in between would be fine for me
I'm not saying that Kabam is bad, I'm saying its a business decision based on the amount of units earned. If you lose units it all adds up, so for anyone saying that you can farm units, thats a duh. It still takes away from the pool you can use on crystals or completing end game content. I could honesty careless to anyone's proximity to developers. It is still a business and currency is revolved around units period. Examples of Kabam making restraints via time limits is Battlegrounds, AQ, AW. Those are all time limit restraints where you need more powerful champions to take down enemies within a time limit. So I absolutely stand by what I said. And your backlash has now made this topic toxic whereas I was simply advocating for a pro player exchange that will approve the level of enjoyment for most players. Earlier I said it was all about money but doesn't DNA make a good point? It's a basic game design thing that's there to force players into a tough decision.I will keep asking for free switches, but it's probably not about the money.
I'm not saying that Kabam is bad, I'm saying its a business decision based on the amount of units earned. If you lose units it all adds up, so for anyone saying that you can farm units, thats a duh. It still takes away from the pool you can use on crystals or completing end game content. I could honesty careless to anyone's proximity to developers. It is still a business and currency is revolved around units period. Examples of Kabam making restraints via time limits is Battlegrounds, AQ, AW. Those are all time limit restraints where you need more powerful champions to take down enemies within a time limit. So I absolutely stand by what I said. And your backlash has now made this topic toxic whereas I was simply advocating for a pro player exchange that will approve the level of enjoyment for most players.
I'm not saying that Kabam is bad, I'm saying its a business decision based on the amount of units earned. If you lose units it all adds up, so for anyone saying that you can farm units, thats a duh. It still takes away from the pool you can use on crystals or completing end game content. I could honesty careless to anyone's proximity to developers. It is still a business and currency is revolved around units period. Examples of Kabam making restraints via time limits is Battlegrounds, AQ, AW. Those are all time limit restraints where you need more powerful champions to take down enemies within a time limit. So I absolutely stand by what I said. And your backlash has now made this topic toxic whereas I was simply advocating for a pro player exchange that will approve the level of enjoyment for most players. Earlier I said it was all about money but doesn't DNA make a good point? It's a basic game design thing that's there to force players into a tough decision.I will keep asking for free switches, but it's probably not about the money. Honestly I think his point sounded good but had very little substance. That's my honest opinion.
While i agree about making a decision, this isnt an mmorpg where you choose a race, specialization, and are stuck with it for the rest of the game. I consider it to be a character building fighting game.
While i agree about making a decision, this isnt an mmorpg where you choose a race, specialization, and are stuck with it for the rest of the game. I consider it to be a character building fighting game. Once upon a time MCOC might have been that in concept, but it hasn't actually been that for a very long time. The trend in development has been for the game to be a hybrid MMO-light roster-building game since before v12. Someone familiar with deck building games that played from the start would have seen the game consistently drift farther and farther away from the game concept they were familiar with from day one, while people familiar with MMOs have seen the game dejavu itself into more and more MMO tropes over time.Heck, v12 itself was an MMO trope. Mobile game players were saying at the time how ridiculous the v12 changes were, while MMO veterans were mostly yawning, as almost every MMO that lasts long enough has a v12 of its own.