I’m Thronebreaker and got the points I needed to reach my max available milestone 4 hours after this weeks event started. Once I get the rewards I can get my 2nd R4 champion, so waiting 20 days 20 hours feels unnecessarily long. But we all new the time frame when the event started. I don’t think 3 weeks is necessary for the boss gauntlet part of EOP. Make it 2 weeks and save the developer time on implementing stores etc. although it would be nice to have my R4 Doom now.
The waiting doesn't bother me at all. But it would be great if you get the rewards of each milestone even if you finish a higher milestone. So you can make the rewards smaller for each milestone and the people would grind for higher milestones more. I am seeing it at all. People at the 3rd milestone get 15k 6* shards and pull Doom f.e. and have 5k shards left. I'll take the class nexus and then will have to decide between Jane Foster, Doc Strange and Iron Fist.
Give each one all the milestone-rewards he reached.
I don’t think a store is a good idea. Trigger happy fools waste their points then realise it wasn’t worth it. It’s best that Kabam keep control in these situations
It should be a store. Points buy the rewards packages during the last 3 weeks once you have the points.
I think for most people thats a great solution.
But unfortunately kabam do need to idiot proof it, you just know that we’d get people buying the wrong one, or buying an early one because they thought they’d be able to buy every one.
For a nearly 2 month event that’s a lot of rewards to potentially lose.
If there’s a simple way to idiot proof a store, then I’m all for it
I think this is a good idea in general, and I've dropped it into the suggestion box, but with a caveat: in thinking about it, there's one bit of tech that I'm not sure exists that the EoP store would need to function properly. Once a player has bought anything from it, they must be locked out of buying anything else. It would violate the intention of the store if a player could take their points and spread them out over multiple lower purchases. Whether anyone thinks that's a good idea or not, that sort of thing shouldn't happen here.
I’ve got your answer there. Structure the rewards like last year’s summoner appreciation calendar, where they basically had to be bought in order. Each incremental purchase is a bundle that contains the marginal rewards.
I’m at 12 now and will reach 16 I assume. The bundle I would buy at that point gets me 10 sigs and the chunks of t3a and t6b. There’s no accounting for the switch from nexus to class nexus though.
I think this is a good idea in general, and I've dropped it into the suggestion box, but with a caveat: in thinking about it, there's one bit of tech that I'm not sure exists that the EoP store would need to function properly. Once a player has bought anything from it, they must be locked out of buying anything else. It would violate the intention of the store if a player could take their points and spread them out over multiple lower purchases. Whether anyone thinks that's a good idea or not, that sort of thing shouldn't happen here.
Give an item like the sling which you only have 1 of, then give points from the completion and objectives as items too. In the store you will need both points and the sling to make a purchase. Once it's been made there will be no more sling so even if you have points... you wont be able to buy any further bundle.
Has there ever been, in the history of the game, an item that required two currencies? I cannot recall such a thing (although I may be forgetting something), and that may then fall into the category of "baked into the mechanics of stores" and thus not possible without new store tech.
Note: I'm aware of the Xpool crystals, but I don't think that works in quite the same way.
But couldn’t they make it similar to the x pool crystals? But yeah they’d have to be locked out from earning more currencies to buy lower packages.
This might sound like a trivial distinction, and I'm not 100% certain about the implementation, but I believe the tech used in the Xpool crystals checks for the presence of all the prerequisites and then deducts one of each when you form the crystal. I do not believe it has the ability to deduct some arbitrary number of them.
Yes, you could have every single milestone award a separate currency, but as with several other suggestions in the thread, the more Rube Goldergian it gets, the more likely it is to cause issues with the players. And while I'm fine with having dumb people fail to fetch rewards, that's not how the world works. The more complicated they make it, the more support tickets they will generate, and that's something that idea will be judged upon.
Also, the more steps it takes for the reward system to function, the more likely it will suffer from unpredictable bugs. And EoP rewards are probably not the best place to introduce radically new action chains of hurdles to jump through to get a reward.
You could have each package be purchasable as one, similar to the Mystic Archives from May, and setup their costs in a way that makes it impossible to buy multiples, i.e. give players 25 points from the start of the event, and give them 1 point for each initial completion, then 1 for each objective completed, then have the packages start at a cost of 26, up to 48, or however they choose to distribute the packages, but always keeping the lowest cost package at 26 or higher, so that players can't purchase anything without completing at least one run. It's simple enough that players don't have to think about it and simply need to do basic math to figure out how to get the package they want, and doesn't add anything new. And as long as the highest-cost package doesn't reach double the cost of the lowest-cost package, it's not possible to buy any package twice. Either that or place a purchase limit of 1 on every package for the 7-week period, then convert all unspent points at the end of that period into insignificant amounts of gold or something, allowing them to reset the store with every new cycle of EoP.
Normal way of milestones wouldnt work due to those players who become paragon so far through the event but a store of some form would be great, i finished mine in the first 2 hours so having to wait 3 weeks is daunting but then, it is what it is i guess
I was going to say this, but I thought I was the only one. I mean, we already had several weeks fighting these enemies, so we already know what to do. We did not need 3 weeks to do it again. Also, the store idea is just wonderful. Would love that.
Did karatemike just accidentally leak another week of eternity of pain on YouTube? Says special week on video he accidentally streamed meaning to just hit record. Hmmm maybe the reason for waiting for the rewards
I think this is a good idea in general, and I've dropped it into the suggestion box, but with a caveat: in thinking about it, there's one bit of tech that I'm not sure exists that the EoP store would need to function properly. Once a player has bought anything from it, they must be locked out of buying anything else. It would violate the intention of the store if a player could take their points and spread them out over multiple lower purchases. Whether anyone thinks that's a good idea or not, that sort of thing shouldn't happen here.
I’ve got your answer there. Structure the rewards like last year’s summoner appreciation calendar, where they basically had to be bought in order. Each incremental purchase is a bundle that contains the marginal rewards.
Where this is possible, the devs generally use milestone rewards. Peak milestone rewards (like EoP) are used where there is no marginal rewards possible. For example, when a Nexus turns into a Nexus selector or when sig stone crystals turn into generic sig stones. Non-incremental reward jumps happen in EoP at milestone 3 to 4, 5 to 6, and 6 to 7.
Peak milestone technology was actually explicitly created to deal with this type of reward situation.
Maybe just an “End Milestone” button, which ends the goal and pays out where you’re at, can’t earn more. So even if you hit the button after the 1st objective it goes away. Of course include 5-10 confirmation messages before it pays out 😂
And people thought the modes title "Eternity of Pain" was about the fights when really it's referring to the wait 😉
True 🤣 if they really wanted to make it painful for all players , they could have opened the last week for 7 days as well , just like other weeks ...this way people would have rushed to do it ...3 weeks is illogical.
Idk if it can be realistic but got a vague idea about such store
Lets say that as soon the final week starts , a store is also made available. But it's time gated and point gated.
Every milestone gives you token with number inscribed on it . For example as the final week starts, whatever milestone you have achieved, you get a token for it. Now the final week starts. The store will come into existence but it will be locked for 1 week. After the 1 week gets over, Player can only purchase with the highest token he/she have. Token value = milestone rewards. So once someone gets token 5, the below rewards/items/ resources (whatever term we can give ) purchase is permanently locked or disappears. So it upon players that if they want to cash in thier current token or push further in event. Players with highest achievable milestone can purchase the highest reward/item as soon the gates of stores open on 8th day. And this store can remain open upto 2 days after the EOP ends. So whoever wants to increase their Milestone rewards can compete event by doing objectives during final week and claim it from the store when he/she meets her goal. But once purchase is made , Shop will be locked till next segment of EOP final week comes. And new tokens have to be won in order to repeat the Store activity. As I said if some gets token 6(milestone) their previous tokens either can be disappeared or the items of of that value becomes unavailable for purchase. In simple words, purchase activity can't be done below the highest token player possess. Previous token either becomes 0 or simply disappears.
May sound complex but in reality it's not that hard once player face it in reality. Tho only question remains that do devs have tech for to implement such store and currency???
I think this is a good idea in general, and I've dropped it into the suggestion box, but with a caveat: in thinking about it, there's one bit of tech that I'm not sure exists that the EoP store would need to function properly. Once a player has bought anything from it, they must be locked out of buying anything else. It would violate the intention of the store if a player could take their points and spread them out over multiple lower purchases. Whether anyone thinks that's a good idea or not, that sort of thing shouldn't happen here.
I’ve got your answer there. Structure the rewards like last year’s summoner appreciation calendar, where they basically had to be bought in order. Each incremental purchase is a bundle that contains the marginal rewards.
Where this is possible, the devs generally use milestone rewards. Peak milestone rewards (like EoP) are used where there is no marginal rewards possible. For example, when a Nexus turns into a Nexus selector or when sig stone crystals turn into generic sig stones. Non-incremental reward jumps happen in EoP at milestone 3 to 4, 5 to 6, and 6 to 7.
Peak milestone technology was actually explicitly created to deal with this type of reward situation.
Yeah but the time structure of this event is different. Kabam ostensibly doesn’t want rewards coming out during weeks 1-4. So you could allow points to accrue then launch the store at the start of week 5 to allow it to be claimed when the finale was completed.
Comments
I am seeing it at all. People at the 3rd milestone get 15k 6* shards and pull Doom f.e. and have 5k shards left. I'll take the class nexus and then will have to decide between Jane Foster, Doc Strange and Iron Fist.
Give each one all the milestone-rewards he reached.
But unfortunately kabam do need to idiot proof it, you just know that we’d get people buying the wrong one, or buying an early one because they thought they’d be able to buy every one.
For a nearly 2 month event that’s a lot of rewards to potentially lose.
If there’s a simple way to idiot proof a store, then I’m all for it
I’m at 12 now and will reach 16 I assume. The bundle I would buy at that point gets me 10 sigs and the chunks of t3a and t6b. There’s no accounting for the switch from nexus to class nexus though.
The internal conversations about EOP rewards are continuing, your ideas have been really insightful.
Thank you for keeping it constructive, everyone!
Peak milestone technology was actually explicitly created to deal with this type of reward situation.
Week 2: 7 days
Week 3: 7 days
Week 4: 7 days
Week 5: 21 days
Makes complete sense 🥴🤨🤔🧐🙃🙄
Lets say that as soon the final week starts , a store is also made available. But it's time gated and point gated.
Every milestone gives you token with number inscribed on it . For example as the final week starts, whatever milestone you have achieved, you get a token for it. Now the final week starts. The store will come into existence but it will be locked for 1 week. After the 1 week gets over, Player can only purchase with the highest token he/she have. Token value = milestone rewards. So once someone gets token 5, the below rewards/items/ resources (whatever term we can give ) purchase is permanently locked or disappears. So it upon players that if they want to cash in thier current token or push further in event. Players with highest achievable milestone can purchase the highest reward/item as soon the gates of stores open on 8th day. And this store can remain open upto 2 days after the EOP ends. So whoever wants to increase their Milestone rewards can compete event by doing objectives during final week and claim it from the store when he/she meets her goal. But once purchase is made , Shop will be locked till next segment of EOP final week comes. And new tokens have to be won in order to repeat the Store activity.
As I said if some gets token 6(milestone) their previous tokens either can be disappeared or the items of of that value becomes unavailable for purchase. In simple words, purchase activity can't be done below the highest token player possess. Previous token either becomes 0 or simply disappears.
May sound complex but in reality it's not that hard once player face it in reality. Tho only question remains that do devs have tech for to implement such store and currency???
1. @Demonzfyre managed to post something that wasn't snarky or demeaning.
2. It was a really good idea.
I don't think I've ever seen so many likes on one of your posts haha.
Well that sucks
Peeps need to chill