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Removal of Revive Farming and the Apothecary Discussion
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Comments
While net profit is misleading, the sentiment is still correct.
I see a YoY Q4 gross revenue decline of 8.6% combined with a 9.3% increase in G&A cost.
I see 4 consecutive quarters of missed EPS targets.
I see a 48.4% drop in stock price YoY to date. Compared to competitors Zynga (-22%) and Tencent (-11%) in the same time period.
This is not an example of clever corporate finance decisions. As evident by their explanation during the latest earnings call:
“Netmarble experienced performance below expectations due to several game launch delays and new titles’ soft performance”
It’s perfectly reasonable to suspect that corporate is squeezing the top earner to fund other projects. There was a Glassdoor employee review that accused the company of doing exactly that.
Also, they mention multiple times in the post that one of the benefits of the change is that summoners will not have to rely on RNG, and then they add RNG to the Apothecary! So dumb. Just make it guaranteed. And also allow it to be auto-completed. At least give the players SOMETHING out of this.
Increasing inventory caps and putting more items in the Apothecary that are ACTUALLY USEFUL, would make this change a lot more palatable. IMO.
There are a lot of comments here. This thread is building up really fast. By the time I finish typing this out, there will be another page lol. So I am sure this has been said already but we use farmed 20% revives. The remaining 80% comes from health potions. Hard content is mostly cleared using 6 star R3 or R4 champs. That is around 40-50k health pool on average. Lets say 50k. So you need 40k health pool to replenish after a 20% revive. The most commonly farmable health potion is the L3 pot from ROL. No one is farming those anymore. That's way too much effort. Then you have the L4 pot from 22h events. Those are 5k hp so 8 for a full health bar. Not easy to come by BUT you can get them from 22h events as well as 4h Free Crystals!
On the Free Crystals! The drop rate for ENERGY REFILLS from these free crystals is quite high. Which if revive farming is nerfed, what are we using these energy refills on? This change also diminishes the value of energy refills.
P.S. Percentage based health potions are long overdue. No one is using the L1 or L2 health potions for anything else but taking space in inventory and stash.
https://www.youtube.com/watch?v=LgshnEguYT4
Heck, I didn't even know this was a thing until they brought it up, so here I am autoing 3.2.6 until the patch goes live.
Anyways, now, I want to at least post some solutions that would make this change slightly less horrible.
1. Increase the drop rates of those revives in the new daily quest. They are way too low for something that is not supposed to be rng dependent.
2. Make 20% revives purchasable with units. We're in 2023 and content is getting harder and harder. Obviously, people (myself included) are going to naturally spend units on revives. So it would be nice if I had the option to purchase them.
3. Increase the item cap or remove it. As said in the previous point, its 2023, and content is getting harder and harder. Going by the current cap limit, 15 lv2 revives is no where near enough for me to even consider one of Carina's challenges. Even maxing out lv1, lv2, team lv1(which barely exists in the game), and team lv2 revives and I still feel overwhelmed by the unfair difficulty. Especially with the skynet MK2 level ai knowing what I'm going to do before I do it.
4. You remember those 4 hour crystals? Increase the odds of revives coming out. You remember those objective crystals? How about put some revives in them.
This has left the best strategy to complete content, to bring lots of revives.
If we are going to start addressing item issues.
Then potions are next. Potion cost is actually stupid in this game. Cheap ones are absolutely unusable and usable ones are expensive. Costing over 100 units to heal a single champ. Change them all to % based heals. And since the potions were designed to heal 3*. That’s about how we should scale the percentages.
Make potions available and content attack values less astronomical and people will actually end up benefiting from this change.
This decision is really weird... People who were stuck in Cav will have hard time to get to TB...
I have been saying that if they are stuck is cause they don't care.. they only cared about saving units for 4th of July and CM, used the Seatin example of a F2P new account to TB in less than a month, the response was "Well seatin is skilled and not a brand new player"... I guess tables are turned and now their response its gonna be.. "Well u don't need to farm revives, Seatin did it in 1 month..."
I am not the most skilled player in the game but I try to play as much as possible because I work from home. The time and money to do arenas and then 100 all the quests and BG and AQ an AW it is a luxury.
Be kind, and don't be rude to him because you don't know what he is going through.
If Kabam wants less work in the back end they'll let go and apologize for even bringing this up and upsetting their playerbase. These revives has always been in the game and it isn't broken. You can use as many revives as you want but if you can't get past certain champs with skill, it won't happen anyways.
Got to agree with you though, I've never seen DNA react that way either in the couple years I've been here
Kabam we're really just asking you to use your player base more collaboratively. No one likes to hear/read these edicts on how we're not playing your game as intended. Follow the data and your players voice. We have way more real world practical experience on how your intended content is actually working (or not in many cases). We'll work with you to find a reasonable solution, test them out, etc.
But first you have to engage the community in open and honest discussions. Hear the bad with the good, stop banning forum users and deleting content that speaks the truth (even if it hurts to hear it). Please don't continue making same mistakes in punishing your player base and forum users because you don't like to hear something about the game. We need to be able to express our feelings and experiences too, otherwise this vibrant community will die off.
Like are they adjusting the apothecary thing to give better resources?
The response DNA got doesn't deserve any respectful response .
Does this not require immediate attention over revive farming or it doesn’t because those issues affect the players and the revive farming affects the income the company makes?
and in hard mode 2 lvl 2 revives (completion and exploration) with nodes that give a 55% chance to give lvl 4 potion with a 45% chance of lvl 3 revive
anyone who thinks there are different set of rewards they want to add for Apothecary please comment below
p.s please also change lvl 3(maybe), lvl 4 and lvl 5 health pots to have percentage instead of 1,600 , 5,000 and 10,000
1x lvl 5 health potion for 70 energy - 4x daily limit
1x lvl 4 team health potion for 70 energy - 4x daily
1x lvl 2 revive for 70 energy - 4x daily
1x lvl 1 team revive for 140 energy - 1x every 5 days
14x small energy refill for 70 energy - 1x daily
Fairly simple and straightforward.
Based on progression.