Yes this is what I posted above in a previous comment, they lost $700 million and are forcing Kabam to fill in the gap
This is a serious question. Do people actually think this is how companies work?
Scratch that. I don't really want to know. Let's talk accounting, something that few gaming company reporters and even fewer game players know anything about. Here's an excerpt from Netmarble's consolidated income statement, which was probably the source of the articles numbers:
This shows that Netmarble actually earned 40 billion won (about $31 million USD) in the fourth quarter and 46+22+21+40 = 129 billion won ($99 million USD) in 2022.
These numbers were lowered to a 20 billion won loss in Q4 or 105 billion won loss in 2022 ($81 million USD) due to D&A. D&A is depreciation and amortization. These losses are not real losses, they are collectively depreciation and amortization costs that have been spread out over time. Amortized expenses have already gone out the door, and have already been paid: they are just being accounted for here. Depreciation losses are losses due to stuff getting old. Neither of these things are actual "losses" and in general they aren't even happening now. This is almost certainly being reported on an accrual basis (meaning: when things happen and when they are accounted for are different to simplify analysis of the business numbers).
The biggest hit is due to non-operating income and cost. This is referenced in the article and in the financial statement as such: "According to Netmarble, such losses were caused by the “impairment losses of the intangible assets,” although it is unclear what assets the publisher meant by it."
Impairment losses of intangible assets refers to accounting assets on the books that do not refer to material goods. Most likely, these are IP assets Netmarble has acquired over the years with an asset valuation presumed from their estimated income generating capacity. General accounting rules specify that intangible asset impairments must be recorded on income statements as a revenue item impacting net profit and loss. In effect, my understanding of IAS 36 is that when the value of your indefinite intangible assets drops in a material way that loss in value should be recorded as a pseudo-loss in revenue that then accounts for the loss in value from the asset (basic double entry balancing accounting methodology).
In other words, Netmarble made a profit in 2022. Their amortized expenses and the amount they are allowed to depreciate fixed assets allowed them to record a small loss. The additional reduction in value of intangible assets (things that exist only on paper really) declined, allowing them to record an even steeper loss.
Because these losses are not actual cash flow losses but just accounting losses, this may be deliberate and advantageous to the company. Without knowing the specifics, we might just be seeing a clever CFO playing the game properly. But Netmarble is not losing millions of dollars.
[My wife is a CPA and I helped her study for the CPA exam. I'm a lot more familiar with GAAP and IFRS than I really want to be, but occasionally its useful.]
Accounting != Corporate Finance.
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.
The Apothecary looks like total garbage. Especially the Easy difficulty. What does anybody need 375 HP for? That doesn’t even move the needle for brand new players, let alone anybody else. Every item in there should be increased 1 level.
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.
What a disgusting money grab. Shame on you, you vultures.
How much are you planning on increasing your spending after this change? Because I wasn't planning on spending more because of this change. How exactly is this going to make money? Who's going to be spending more?
This is just wrong DNA. Do you not remember before the revive path? In most cases, it was drop an Odin or don't complete the content. This is an awful change.
I have never spent cash to complete any content in the game. I have no plans to start any time soon.
Bro, you haven’t completed any content.
I'm sorry: who are you again, and what have you done that I'm supposed to care about?
That’s a pretty rude and disrespectful response. Doesn’t seem within the forums guidelines to be so toxic towards another player.
As I've said before I'm wholeheartedly against this change for a few reasons. I'm going to focus on the two that I believe are the most significant.
1 - The potion/revive market has been in dire need of an overhaul for years, but especially in the last year or two since our champions have been hitting R3/4 and now R5. In order to revive and fully heal an un-boosted R4 costs something like 120 units, depending on the health pool, and even more if the champion is boosted. As the potion economy currently stands cases it's actually worth allowing boosts to expire - depending on the boosts you're using -before healing a champion. Using the free potions from 4 hour crystals it takes an average of about 10 crystals to heal a champion from a 40% revive (assuming you're a Paragon), using the lv3 from RoL it takes about 15 or so.
The potion situation being so ludicrous is one of the reasons that revives are farmed in the way that they are: players can't afford to spend the units to heal their champions up, or have the time to spend hours and hours farming RoL for lv3 potions to heal. It's far more efficient to just farm revives and use 20% revives.
Solution: Health potions should be % based, starting with 10% for lv1, up to a 60% heal for lv6.
2 - Difficult content is being designed to make you revive. If you look at AoL upon release that was a piece of content that came with a hard ceiling on the amount of damage that you could do per hit - 85k - and a hard ceiling on the amount of hits you could do, depending on the power level of the champion ~240 hits. Unless you're using someone like Prof X, or Stryfe using a heavy-only playstyle soloing any of the fights was next to impossible, and it still is for many of the champions in the game no matter what their power level is now. This is a design philosophy that has continued into the Carinas Challenges, V1 was full of punitive challenges like the Star Lord challenge which is impossible to do without an enormous amount of revives, V2 isn't quite as bad though the Carina's Challengers challenge is still a revive fiesta. Carina V3 was designed to force you to revive multiple times per fight - there's only one of the Challenges where Peni isn't a total revive fiesta (CMM), for example.
Solution: The design philosophy needs to change. There's a difference between hard and impossible content. Much of Carina V3, AoL (At least on release) is impossible content and people just aren't keen on the idea of spending 2-3k units to do a challenge or a single line in a quest.
The revive farm is a consequence of negligence of reviewing the potion ecosystem and making sure that a reasonable amount of account potions are available in endgame content. I’m not talking about ground breaking things here but a revive every other quest on a single line that doesn’t refresh would be a huge upgrade. Including heal pots that are relevant to the story content. This doesn’t meant L3 (1500 go revives in TB difficulty, gtfoh with that) but maybe L5s on an Act8 line. Another option would be to changed pots to % based pots, then maybe a L1 might be something of relevance to all players. Rather than less than 1% of a 6star R5 HP… again gtfoh with that.
Additionally it’s a consequence of unreasonable objectives that aren’t designed to be challenging yet fun like EoP but instead are design to consume resources in punishing fashion that requires a level of Masochism to push through, as you know that no amount of skill makes that content possible
People used the same excuse for spamming the Act 1 Rev.
Please explain how this is a relevant comment to the ideas presented here, because it’s not it’s a derailment if reasonable ideas, and it shouldn’t be allowed
Huh?
How does something from years ago relate to current potions not being useful or content that is designed to consume more potions than you can carry? It wasn’t relevant to either point being discussed, it’s a derailment, you are derailing those 2 ideas with your comment. So I’d like us to go back to those 2 ideas if you’d like to continue discussions with me, otherwise Good Afternoon.
How does something that was for newer Players being milked relate to something that was for newer Players being milked now? Do I need to explain that? The same justifications were being used, the percentage, the content, the bugs, the P2W.....
Except that’s not the conversation you are quoting. Do I need to explain that? Moving on…
Yes it was. The conversation was justifying the farming situation with the state of Revives. The reality is, wherever Players can find an easy advantage, they'll take full advantage. Which is fine, unless it becomes a problem. It's become a problem.
Wrong. The problem is kabam creating content that requires massive amounts of revives and then saying you can't farm said revives. You must pay for them with cash/units. That's their problem. Not ours.
Yup! This is essentially changing the game into a non-free-to-play friendly. In my opinion, it would be fair to assess the average number of revives used on said "hard" content. Add about 20% to account for MODDERS who plow through everything using zero revives. This should become the new limit for revives in inventory. Also, why do revives and health potions expire in 14 days instead of 30? The incursion revives and potions expire in 30 days and so should generic ones.
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.
As I've said before I'm wholeheartedly against this change for a few reasons. I'm going to focus on the two that I believe are the most significant.
1 - The potion/revive market has been in dire need of an overhaul for years, but especially in the last year or two since our champions have been hitting R3/4 and now R5. In order to revive and fully heal an un-boosted R4 costs something like 120 units, depending on the health pool, and even more if the champion is boosted. As the potion economy currently stands cases it's actually worth allowing boosts to expire - depending on the boosts you're using -before healing a champion. Using the free potions from 4 hour crystals it takes an average of about 10 crystals to heal a champion from a 40% revive (assuming you're a Paragon), using the lv3 from RoL it takes about 15 or so.
The potion situation being so ludicrous is one of the reasons that revives are farmed in the way that they are: players can't afford to spend the units to heal their champions up, or have the time to spend hours and hours farming RoL for lv3 potions to heal. It's far more efficient to just farm revives and use 20% revives.
Solution: Health potions should be % based, starting with 10% for lv1, up to a 60% heal for lv6.
2 - Difficult content is being designed to make you revive. If you look at AoL upon release that was a piece of content that came with a hard ceiling on the amount of damage that you could do per hit - 85k - and a hard ceiling on the amount of hits you could do, depending on the power level of the champion ~240 hits. Unless you're using someone like Prof X, or Stryfe using a heavy-only playstyle soloing any of the fights was next to impossible, and it still is for many of the champions in the game no matter what their power level is now. This is a design philosophy that has continued into the Carinas Challenges, V1 was full of punitive challenges like the Star Lord challenge which is impossible to do without an enormous amount of revives, V2 isn't quite as bad though the Carina's Challengers challenge is still a revive fiesta. Carina V3 was designed to force you to revive multiple times per fight - there's only one of the Challenges where Peni isn't a total revive fiesta (CMM), for example.
Solution: The design philosophy needs to change. There's a difference between hard and impossible content. Much of Carina V3, AoL (At least on release) is impossible content and people just aren't keen on the idea of spending 2-3k units to do a challenge or a single line in a quest.
The revive farm is a consequence of negligence of reviewing the potion ecosystem and making sure that a reasonable amount of account potions are available in endgame content. I’m not talking about ground breaking things here but a revive every other quest on a single line that doesn’t refresh would be a huge upgrade. Including heal pots that are relevant to the story content. This doesn’t meant L3 (1500 go revives in TB difficulty, gtfoh with that) but maybe L5s on an Act8 line. Another option would be to changed pots to % based pots, then maybe a L1 might be something of relevance to all players. Rather than less than 1% of a 6star R5 HP… again gtfoh with that.
Additionally it’s a consequence of unreasonable objectives that aren’t designed to be challenging yet fun like EoP but instead are design to consume resources in punishing fashion that requires a level of Masochism to push through, as you know that no amount of skill makes that content possible
People used the same excuse for spamming the Act 1 Rev.
Please explain how this is a relevant comment to the ideas presented here, because it’s not it’s a derailment if reasonable ideas, and it shouldn’t be allowed
Huh?
How does something from years ago relate to current potions not being useful or content that is designed to consume more potions than you can carry? It wasn’t relevant to either point being discussed, it’s a derailment, you are derailing those 2 ideas with your comment. So I’d like us to go back to those 2 ideas if you’d like to continue discussions with me, otherwise Good Afternoon.
How does something that was for newer Players being milked relate to something that was for newer Players being milked now? Do I need to explain that? The same justifications were being used, the percentage, the content, the bugs, the P2W.....
Except that’s not the conversation you are quoting. Do I need to explain that? Moving on…
Yes it was. The conversation was justifying the farming situation with the state of Revives. The reality is, wherever Players can find an easy advantage, they'll take full advantage. Which is fine, unless it becomes a problem. It's become a problem.
Wrong. The problem is kabam creating content that requires massive amounts of revives and then saying you can't farm said revives. You must pay for them with cash/units. That's their problem. Not ours.
It's everyone's problem. Aside from the fact that the design needs to evolve over time to match that farming, as the game is created in part by the data results, it's also a case of people not being patient enough. You don't need to farm like mad to do content. You can save Resources and wait. Yet people are in the habit of wanting to do it the second it comes out.
With this comment can tell you are not in top aq alliance. New content for them when comes out yes they do need to blitz thru it because the prestige matters to them for rewards. Your comment of save and wait is complete tone deaf and nonsense for a lot of players who have to go for prestige for higher aq rewards
I haven't seen the community this upset and rallied together since 12.0. 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.
First, for some, this revive farming strategy is a direct response to a) difficulty of content b) common occurrence of input issues c) available potions being ineffective.
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.
"Spamming revs" doesn't make content any easier.. it does slightly reduce the money Kabam can milk from its player base.. we all know this is the ONLY reason for a change like this
As I've said before I'm wholeheartedly against this change for a few reasons. I'm going to focus on the two that I believe are the most significant.
1 - The potion/revive market has been in dire need of an overhaul for years, but especially in the last year or two since our champions have been hitting R3/4 and now R5. In order to revive and fully heal an un-boosted R4 costs something like 120 units, depending on the health pool, and even more if the champion is boosted. As the potion economy currently stands cases it's actually worth allowing boosts to expire - depending on the boosts you're using -before healing a champion. Using the free potions from 4 hour crystals it takes an average of about 10 crystals to heal a champion from a 40% revive (assuming you're a Paragon), using the lv3 from RoL it takes about 15 or so.
The potion situation being so ludicrous is one of the reasons that revives are farmed in the way that they are: players can't afford to spend the units to heal their champions up, or have the time to spend hours and hours farming RoL for lv3 potions to heal. It's far more efficient to just farm revives and use 20% revives.
Solution: Health potions should be % based, starting with 10% for lv1, up to a 60% heal for lv6.
2 - Difficult content is being designed to make you revive. If you look at AoL upon release that was a piece of content that came with a hard ceiling on the amount of damage that you could do per hit - 85k - and a hard ceiling on the amount of hits you could do, depending on the power level of the champion ~240 hits. Unless you're using someone like Prof X, or Stryfe using a heavy-only playstyle soloing any of the fights was next to impossible, and it still is for many of the champions in the game no matter what their power level is now. This is a design philosophy that has continued into the Carinas Challenges, V1 was full of punitive challenges like the Star Lord challenge which is impossible to do without an enormous amount of revives, V2 isn't quite as bad though the Carina's Challengers challenge is still a revive fiesta. Carina V3 was designed to force you to revive multiple times per fight - there's only one of the Challenges where Peni isn't a total revive fiesta (CMM), for example.
Solution: The design philosophy needs to change. There's a difference between hard and impossible content. Much of Carina V3, AoL (At least on release) is impossible content and people just aren't keen on the idea of spending 2-3k units to do a challenge or a single line in a quest.
The revive farm is a consequence of negligence of reviewing the potion ecosystem and making sure that a reasonable amount of account potions are available in endgame content. I’m not talking about ground breaking things here but a revive every other quest on a single line that doesn’t refresh would be a huge upgrade. Including heal pots that are relevant to the story content. This doesn’t meant L3 (1500 go revives in TB difficulty, gtfoh with that) but maybe L5s on an Act8 line. Another option would be to changed pots to % based pots, then maybe a L1 might be something of relevance to all players. Rather than less than 1% of a 6star R5 HP… again gtfoh with that.
Additionally it’s a consequence of unreasonable objectives that aren’t designed to be challenging yet fun like EoP but instead are design to consume resources in punishing fashion that requires a level of Masochism to push through, as you know that no amount of skill makes that content possible
People used the same excuse for spamming the Act 1 Rev.
Please explain how this is a relevant comment to the ideas presented here, because it’s not it’s a derailment if reasonable ideas, and it shouldn’t be allowed
Huh?
How does something from years ago relate to current potions not being useful or content that is designed to consume more potions than you can carry? It wasn’t relevant to either point being discussed, it’s a derailment, you are derailing those 2 ideas with your comment. So I’d like us to go back to those 2 ideas if you’d like to continue discussions with me, otherwise Good Afternoon.
How does something that was for newer Players being milked relate to something that was for newer Players being milked now? Do I need to explain that? The same justifications were being used, the percentage, the content, the bugs, the P2W.....
Except that’s not the conversation you are quoting. Do I need to explain that? Moving on…
Yes it was. The conversation was justifying the farming situation with the state of Revives. The reality is, wherever Players can find an easy advantage, they'll take full advantage. Which is fine, unless it becomes a problem. It's become a problem.
Wrong. The problem is kabam creating content that requires massive amounts of revives and then saying you can't farm said revives. You must pay for them with cash/units. That's their problem. Not ours.
It's everyone's problem. Aside from the fact that the design needs to evolve over time to match that farming, as the game is created in part by the data results, it's also a case of people not being patient enough. You don't need to farm like mad to do content. You can save Resources and wait. Yet people are in the habit of wanting to do it the second it comes out.
Whilst quick enough to blame the player base for not being patient ( kabams side as usual ) You forget that we are enticed to complete new content by kabam, ie. new summoner levels with even better rewards, better aq levels with higher prestige, defender diversity by having as many great and different defender at a high level, battle grounds needing more and more champs at a high level to suit there latest mods. So YOURE WRONG
To the best of my knowledge, Kabam doesn't push Players to do anything. They design the game for everyone to play at the level they choose, at their own pace. There are various incentives to progress, like Titles, but they're not pushing anyone to run right out and do it right away. Even less so to take advantage of Resources that are there for Players starting out.
As much as this is a Public Forum some people need to be ignored, why are people who don't even attempt Everest content have an opinion on how to approach it... 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 guess they can't take down so many voices. That is also one other thing they keep delete players post.
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.
What a disgusting money grab. Shame on you, you vultures.
How much are you planning on increasing your spending after this change? Because I wasn't planning on spending more because of this change. How exactly is this going to make money? Who's going to be spending more?
This is just wrong DNA. Do you not remember before the revive path? In most cases, it was drop an Odin or don't complete the content. This is an awful change.
I have never spent cash to complete any content in the game. I have no plans to start any time soon.
Bro, you haven’t completed any content.
I'm sorry: who are you again, and what have you done that I'm supposed to care about?
That’s a pretty rude and disrespectful response. Doesn’t seem within the forums guidelines to be so toxic towards another player.
Considering the comment that preceded it, it's pretty appropriate.
Fighting fire with fire just creates a bigger fire 😉
We're all human, and if you try to call someone out and they respond in a less than kind manner, it's no surprise.
Should just be the bigger person. Spewing back venom solves nothing, take what they said and prove them wrong or don't even entertain them
He was obviously very frustrated. I wouldn't judge DNA off of the one venomous comment he has pretty much ever made. There are many here would would have resorted to those kinds of comments immediately. 999/1000 DNA has proven to be the bigger person, that is very noteworthy in a place like MCOC forums.
Be kind, and don't be rude to him because you don't know what he is going through.
The temperature in the room right now is quitting the game, or quit spending. I don't have a decision to make yet. I just firmly believe Kabam should leave this alone and find out ways of making money besides unit spamming. No one wants to spend just to simply get through weekly EOP challenges.
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.
What a disgusting money grab. Shame on you, you vultures.
How much are you planning on increasing your spending after this change? Because I wasn't planning on spending more because of this change. How exactly is this going to make money? Who's going to be spending more?
This is just wrong DNA. Do you not remember before the revive path? In most cases, it was drop an Odin or don't complete the content. This is an awful change.
I have never spent cash to complete any content in the game. I have no plans to start any time soon.
Bro, you haven’t completed any content.
I'm sorry: who are you again, and what have you done that I'm supposed to care about?
That’s a pretty rude and disrespectful response. Doesn’t seem within the forums guidelines to be so toxic towards another player.
Considering the comment that preceded it, it's pretty appropriate.
Fighting fire with fire just creates a bigger fire 😉
We're all human, and if you try to call someone out and they respond in a less than kind manner, it's no surprise.
Should just be the bigger person. Spewing back venom solves nothing, take what they said and prove them wrong or don't even entertain them
He was obviously very frustrated. I wouldn't judge DNA off of the one venomous comment he has pretty much ever made. There are many here would would have resorted to those kinds of comments immediately. 999/1000 DNA has proven to be the bigger person, that is very noteworthy in a place like MCOC forums.
Be kind, and don't be rude to him because you don't know what he is going through.
Oh I wasn't judging anyone off of anything I was just merely wanting to get across that fighting fire with fire (in general) just creates a bigger problem.
Got to agree with you though, I've never seen DNA react that way either in the couple years I've been here
So many good responses already to yet another unfortunate miscommunication to the player base. We all want the game to get better in so many ways: content, UX, QoL, etc.
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.
What a disgusting money grab. Shame on you, you vultures.
How much are you planning on increasing your spending after this change? Because I wasn't planning on spending more because of this change. How exactly is this going to make money? Who's going to be spending more?
This is just wrong DNA. Do you not remember before the revive path? In most cases, it was drop an Odin or don't complete the content. This is an awful change.
I have never spent cash to complete any content in the game. I have no plans to start any time soon.
Bro, you haven’t completed any content.
I'm sorry: who are you again, and what have you done that I'm supposed to care about?
That’s a pretty rude and disrespectful response. Doesn’t seem within the forums guidelines to be so toxic towards another player.
Considering the comment that preceded it, it's pretty appropriate.
Fighting fire with fire just creates a bigger fire 😉
We're all human, and if you try to call someone out and they respond in a less than kind manner, it's no surprise.
Should just be the bigger person. Spewing back venom solves nothing, take what they said and prove them wrong or don't even entertain them
Why is the 'stay holy ' attitude only towards people like DNA and GW? GW gets insulted a LOT. He has never engaged in that manner even slightly as far as I've seen anyway.
The response DNA got doesn't deserve any respectful response .
To be honest I don’t care about 3.2.6 because I don’t get revive or energy refill I don’t know it’s bug or glitch but I have one place I always farming I want to say it but I’m scared from kabam to nerf it
What a disgusting money grab. Shame on you, you vultures.
How much are you planning on increasing your spending after this change? Because I wasn't planning on spending more because of this change. How exactly is this going to make money? Who's going to be spending more?
This is just wrong DNA. Do you not remember before the revive path? In most cases, it was drop an Odin or don't complete the content. This is an awful change.
I have never spent cash to complete any content in the game. I have no plans to start any time soon.
Bro, you haven’t completed any content.
I'm sorry: who are you again, and what have you done that I'm supposed to care about?
That’s a pretty rude and disrespectful response. Doesn’t seem within the forums guidelines to be so toxic towards another player.
Considering the comment that preceded it, it's pretty appropriate.
Fighting fire with fire just creates a bigger fire 😉
We're all human, and if you try to call someone out and they respond in a less than kind manner, it's no surprise.
Should just be the bigger person. Spewing back venom solves nothing, take what they said and prove them wrong or don't even entertain them
Why is the 'stay holy ' attitude only towards people like DNA and GW? GW gets insulted a LOT. He has never engaged in that manner even slightly as far as I've seen anyway.
The response DNA got doesn't deserve any respectful response .
I'm sorry but you've taken what I've said out of context, that could of been you and Miike for all I care, I was just saying it solves nothing, irrespective of who it was geared toward.
Kabam why don’t you put full focus on the real issues like inputs, cheaters and the way the AI is performing?
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?
If Apothecary daily quest will still come to the game please just put in easy mode 2 lvl 1 revives (completion and exploration), 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
What if Kaban did something like an energy store? It could go something like this
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.
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.