**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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Me personally, I’d like to see something new to push progression rather than 7*s, or at the very least, something as an interim progression so we can have a bit more time than the gap between 5*s and 6*s before 7*s get here.
I didn’t mind the move from 5*s to 6*s, and I didn’t mind the move from 4*s to 5*s. But I minded the second repeat of the rat race a little more than the first, and I’ll definitely mind the third repeat if it goes from 6*s to 7*s. I likely won’t quit, I love this game, but I won’t enjoy it as much doing the same again and again.
Give us some more time, let us progress by chasing relics, or some new version of progression instead of a repeat and rebrand of star level. I don’t want to be chasing 6* R5s and 7*s at the same time personally.
The core issue is investment. People want to invest in something, and they want that investment to pay off. They don't want that investment to depreciate or disappear. If the game introduces a new rarity tier, in effect we're all starting over. We aren't all starting over in the same place: players with stronger rosters will have a greater capacity to acquire those new things, but we all start with zero of them. The difference between investment being valuable to start the next tier and investment not directly carrying on to the next tier is a bridge too far for many players.
Problem is, if we don't do this, we run into a different problem. If every new progress tier preserves everyone's prior investments, then everyone's pile of stuff just keeps getting higher and higher. Their advantage magnifies over time. Eventually, new players will find that veteran advantage completely insurmountable. That makes the game hostile to new players.
The obvious response is to say that the game should reward its existing players over hypothetical players. But that kind of thinking doesn't work for F2P games. MCOC"s "customer base" isn't static. It is constantly turning over. So making things cater to the existing players at the expense of making them hostile to future players seals its fate: the game now has a ticking clock to doomsday where its existing players slowly drift away and no new ones take their place, and nobody wants to spend money to keep such a thing on life support, and it spirals quickly into maintenance mode.
Very clever game developers can disguise this stuff, but they cannot escape the problem. I didn't mention six stars or seven stars. It doesn't matter if the next thing is seven stars or something else entirely. Whatever it is, it either preserves and carries forward prior investment or it does not. If it does, the game's doomed. If it doesn't, the existing players are screwed and have to deal with it. You have to pick your poison. Every progressional game that is lucky enough to even last this long ultimately has to pick one.
Relics will have to be very unique to bring that same thrill
I have 9/9 on Carina 1
9/9 on Carina 2
I explored SoP
I explored Gauntlet
I explored act 7
I picked up the r4 material unit offer last year
I picked up the 1.5 of each unit offer for act 7 completion