**KNOWN AW ISSUE**
Please be aware, there is a known issue with Saga badging when observing the AW map.
The team have found the source of the issue and will be updating with our next build.
We apologize for the inconvenience.
Please be aware, there is a known issue with Saga badging when observing the AW map.
The team have found the source of the issue and will be updating with our next build.
We apologize for the inconvenience.
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Removal of Revive Farming and the Apothecary Discussion
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It is players like me who will either be able to do it with farmed resources or probably not at all who have the most skin in the game. We are the players whose game experience will change the most after this change. Most of the players I know who either oppose this change or who dislike it, they are almost all exactly like me, in exactly the same position as me, contemplating a game where top tier content might be drifting out of reach. Players who balanced skill and resource management to make progress in the game.
I have a lot of sympathy for them, because I am them. And anyone who thinks they own the moral high ground to tell me I am not qualified to have an opinion on the matter is free to locate the nearest tree and make for that moral high ground.
That’s your comment from yesterday. If the last piece of content you did was the Maze and you failed and barely did EoP, we have some news for you
You are *not* the player this is targeted at because you won't spend to do it and will wait. You already said you haven't done Abyss so you are nowhere close to those of us who push content.
The top-tier players who are farming now *are* the ones who this is targeted at because they will have to either spend or not do the content and fall behind. They can not still do 'almost everything' as normal with this change *at all*. With a 14-day timer, they go down to 10 revives they can farm down from as many as they were willing to spend time and energy on. that is a HUGE difference. How do you not understand that?
Again, you are *not* in the group of players that this affects the most. There is no moral high ground, I'm just stating a fact that because you don't push content and won't feel the need to spend or be left behind you are not personally affected by this change like many are.
In actuality, calling people out for progress in the game is a last-ditch effort in a dying debate. It's low-hat.
No one needs to "pony up" to discuss the issue. That's not how this Forum operates. Further to that, if you were to ask me whose judgment I would trust more for what's best for the game, I'd say the person who has many years of experience on both sides of the game. If I want to know how to make Boeuf Bourguignon, I talk to the Chef. Not the customer who eats it everyday.
Feedback from users is valuable. It doesn't matter more than the people who have years of extensive knowledge producing this game, or others. If every change that was ever implemented had to pass popular vote, the game wouldn't have lasted 6 months.
Either way, this mess about calling people out for having views is really juvenile. If you have points to make, use your words. Not your Account.
I very rarely agree with Kabam, in fact, I have too many infractions to count already. But on this rare occasion, I agree with the change, and look forward to farming revives instead of buying them
Now, as to the issue with allowing spenders to bypass roadblocks, to be frank, that's inevitable. We have that now. Let's imagine a game with roadblocks, but with no spending. Now imagine adding microtransactions to such a game. What are you going to sell? Unless your monetization model is to sell cosmetics (a completely different discussion), you're going to be selling actual stuff. If that stuff does not bypass a roadblock, what's the point of spending? Why spend, if you're ultimately only going to get what everyone else gets? If you're going to sell something, it has to be something non-spenders can't get, either now or ever.
We sell crystals that give spenders the opportunity to get champs before anyone else. We sell potions and revives that let spenders burn through content that would block other players without those resources. We sell rank up materials that let spenders strengthen their rosters faster than non-spenders, which grant them advantages in AQ, AW, BG, even to some degree in Incursions and the arena. All progressional games are filled with roadblocks, and all such games supported by microtransactions allow spenders to bypass those roadblocks to at least some degree.
So yes, the net effect will be to place a roadblock in the game that spenders will be able to get past, to some degree. However, that's not the same thing as saying it is there to make money. Allowing spenders to get something for their spending that non-spenders can't get is how we convince players to spend. The devs do not want thousands of spenders to just blow past their hardest content, because that money isn't worth it. They just can't take too many steps to prevent that from happening, or risk their spenders deciding spending isn't worth it.
Kudos to whoever ruined EQ for showing me the path to advancement.
Like I said, they expire. I also said that if this wasn’t a cash grab, then kabam can give equivalent units in the apothecary grind instead of the limited rewards. I also suggested 20% revives for 20 units. Those two things would change my mind on the cash grab opinion. But that won’t happen because units don’t expire.
The very next sentence says "if it came and went after that, I completed it at its highest difficulty." That's all the Boss Rushes, all the celebrity challenges, all the special one time quests, the Gauntlet, Summer of Pain, and all of the weekly EoP quests. All points, all milestones, all achievable rewards. The only EoP content I haven't done yet are the permanent EoP objectives, as I mentioned. I don't think that counts as "barely did EoP."