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Removal of Revive Farming and the Apothecary Discussion
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EoP 3 for most players couldn’t be completed in 30 revives. I’m playing with T1 players and most of them were averaging 50/challenge because the challenges were so limiting. The translation here is that if we were to complete one of those challenges with the live changes it would cost you 800 units and you’d only be able to do 1 challenge per month while you waited for your stash to replenish, and oh by the way, spend 30% of your daily energy on a revive, not genuinely fun content.
How about adding a cooldown of like, 30 minutes before you're able to use a revive again?
That way people won't just spam them. They are either forced to play their very best so that they can get the max use out of their try, or either have to patiently wait 30 minutes to try again.
You can also add an option to watch like 5x ads to skip the cooldown. And another option to skip it via some additional units as well.
But no really, I hope this really doesn't give you any ideas for the future.
I'm usually not one of those guys but this change might finally kill my enjoyment of the game. Having no option to farm that amount of revives means I have to rely on units for the revives.
I dont have much time to play everything in game since there is so much content lately. I value my free time too highly to play arena so completing content like carina vol3 will take me ages, because the only unit income I have are daily 22h solo event and 3 day alliance event (and calendars I guess).
There will probably be much outrage and no change but I still have hope they might change this system. I dont want to quit this game because I love it a lot. Like a lot a lot a lot.
That's my train of thought and my 2 cents, the rest is up to the devs.
Time is currency for f2p
Spenders use units
I have farmed revives a few times in the past but that was due to the difficulty of content. I assume they will be lowering difficulty now.
Also what about energy refills????
Disgusting cash grab clown fiesta of a video game.
As it stands there’s a few places our daily energy goes:
- Story
- MEQ & side quest
- BGs
- Farming is currently semi neutral in terms of energy cost.
As an end game player I only have EQ and Bgs to worry about right now.
48 energy on a revive is nuts without a decent chance at refills. Am I expecting to use ~30% of my daily energy on a single revive, then do a single game of bg, and then toss a coin between a line in Act6/7 and the EQ?
There are literally no upsides to this. The only people actively farming are people actively playing your game for hours a day and are the ones most likely to consider spending on a whim or at big unit deal times. Doing this is not the way to generate loyalty. The only thing that this shows is that the motives are purely financial, and short term at that
What a mess. Literally anyone can see that this is just an easy money grab. Atleast owe up to it and say you just want more sales.
I definitely understand and acknowledge both sides of this coin.
However there's a sentence in that message that proactively addresses what my biggest concern was while initially digesting the info: That's not lip service or BS, I believe that 100% because simply put, it's happened in the past. Remember MCOC circa 2018ish when they slightly upped the difficulty of some content (don't even remember the actual event or quest) and the huge backlash of new-to-midtier players swarming the forums/socials, tweetering from the rafters *"this end game content is too hard for my 6 month old roster...but Im **entitled** to it (spoiler alert: they weren't) therefore this is unfair & unjust so now we scream until they cave"*.
And cave they did - we had like a 2 year drought of any exciting end-game content. I was really salty about that. So in that sense I'm glad they're ripping the bandaid off now rather than later.
My worthless $0.02 is simple - and I very well may be totally off base and I'm happy to be better educated by anyone affected - but if taking away an **infinite fountain** of revives puts your entire progression at risk, then you were playing content well beyond your means as it was, and that's nothing but a house of cards. It's gonna fall one day.
The higher rated players who use that particular farm **as a supplemental source** are who I empathize with, not so much those who use that farm as their own personal 'Doom God Mode/Contra Code'.
I do agree with dude above who said "they get the why, but not the how". Allowing for auto-fight in the quest just seems the best route to take for this overarching compromise 🤷
I doubt the legitimacy of your conclusion that 100-300k revives are farmed everyday. And if by some chance that’s actually accurate, I’d venture to say 50-55% are users using a bot that you can’t detect.
A better idea would have been a separate arena, with 10 milestone rewards that each gave a level 1 revive and a level 5 health potion, 10000 gold, and 2000 battle chips, and run it as a 3 day arena and have it run continuously.
Kudos for having almost 150 disagrees on that post in under 2 hours. Gotta be a record for this forum on Dev posts.
Most days I have revives that expire because I don’t have to use them in everyday content. But removing the ability to spike my inventory for extremely difficult content is just stupid. Most ppl aren’t just farming non-stop all day everyday. It’s to complete specific content. And to be clear, kabam does not have an issue with its players using revives to complete content, they have an issue with the players not spending money to purchase them with units.
Whether ppl “grind” arena to get units to then purchase revives, or just “grind” lower level quests for revives the result is the same. The players are still using revives to get through content that is virtually impossible without for most players.
If you have to do this, just remove the inventory cap so at least we can save them for when big content comes out instead of watching revives expire 90% of the time.
They tell us that they noticed a huge number of revive farms before the big contents.
This means that they have logs of everything that is done on the game. So they are going to punish the legit and/or free to play players ...But they don't do anything against the cheaters, especially all those who became recently Legend by cheating in incursions (we know the technique, a normal account, and the 2nd one who cheats, it becomes of course very easy to make 25 rooms). Or those who play in battleground by putting 20 millions shots...
There it's strangely radio silence...
It can't be a cash grab if no one actually spends on it. And while I'm sure someone somewhere will spend something, it won't be an effective cash grab unless a large number of players spend.
I don't think this has anything to do with monetization, because there is simply not enough money on the table. The problem is a much more direct problem with top tier content balancing.
Content in this game is balanced in large part on a curve. Which is to say, the more players who complete it, the easier it is. The fewer players that complete it, or the more players that attempt it and fail, the harder it is. That's the definition of content difficulty. It isn't hard because it looks hard on paper. Its hard if we can't do it.
If we all go into EoP with a hundred revives, we're going to tear through it like it is tissue paper. This shows up in the game data as a massive imbalance between the rewards and the measured difficulty of the content. This means one of two things: EoP-like content must now have much lower rewards, or EoP-like content must be diesigned vastly harder until the content is measured to be difficult enough to be appropriate.
The devs can't just "let us use the revives" because they can't just make the content and then let us do whatever we want to it. That's not how games like this are maintained. If we use tons of consumables to beat the content, the content will have to adjust to that.
So what's it going to be? Eventually have all end game content *only* doable with hundreds of revives, and if you don't farm hundreds of consumables it will just be impossible for you? Or have end game content have trivial rewards appropriate to the fact that pretty much everyone sails through it? Or reduce the flow of otherwise practically unlimited consumables and allow content to be balanced around players having a more manageable amount of consumables to throw at the content.
This problem is independent of monetization and has nothing to do with it. Whether Kabam makes more, less, or the same amount of money, they still have to solve this problem. Exponentially increase the difficulty, logarithmically lower the rewards, or reduce unlimited consumable farming. You have to pick one. And as someone who used to farm potions and revives enough to actually know the statistical average return of those maps accurately, of those three options I dislike the third one the least.
I won't like seeing my revive farms disappear. But I think I would like seeing all future end game content be designed in such a way that neutralizes that advantage even less. Once it gets hard enough that even the top tier players are going to need hundreds of revives to complete it, what are players like me supposed to do? We'd be locked out completely. But that's where this ultimately goes, if it is left unchecked.
Kabam, I'm telling you now this will not go over well. We warned you about how hard act 6 and 7 was and this is the same thing. It seems like a great idea now but 100% I can guarantee you less players will play hard content and you will be forced to bring back revives or make content easier. Really consider this before you jump the gun again. The only reason why I spend now is to be first at things. With revive farming (which isn't easy and huge time waster) I can keep up with high level content and then it allows me to spend on items such as relics. You pull revive farming well, I pullout of relic offers and other deals. It is what it is.