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Removal of Revive Farming and the Apothecary Discussion
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Also there is no hard cap in arena. You could get a load of units from BCs.
If anything, maybe they should limit how many we get from 3.2.6 and not just basically remove it altogether. Each run of the quest has a 60% chance to spawn a revive
There has been a lot of people complaining about BG and the lack of progression. This may have led Kabam in looking at overall accounts and seeing people moving through progression at rates and speed using the farming method. A lot of complaints have been those that recent achieved the Paragon title, so it is possible that farming is interwoven with those that are achieving Paragon (thus using farming revives to get resources).
Especially at a rate where they aren’t improving their skills because of a crutch that allows them to tackle content and puts them at a disadvantage not only in skill, but depth of roster to match.
Seems very likely, and a possibility of that Kabam’s intent is to slow down progression to keep people in titles longer in order to prevent a different level of frustration in other areas. Seems plausible, but….
I know several player in a couple of alliances I have been in that have decent rosters and are extremely skilled (who have gotten to GC previously) and are complaining at the win to loss ratio and having issues getting out of VT. They aren’t at a point beyond their skill, it is just that the matchmaking has made things so “balanced” that it is extremely frustrating (balanced is in quotes because that is a matter of opinion).
If title, prestige, and power rating are all being leveraged (or a combination there of) to try and balance out matchmaking, the very skilled are playing the very skilled and a win or loss is pretty much down to a mistap, a bug, or a modder. Thus the complaints aren’t about people being out of their league, but more of a finely tuned matchmaking.
I don’t believe that a perfect matchmaking is the case, because then we wouldn’t have the complaints of those that recently achieved Paragon complaining about facing decks that have more R4s than they have. Thus we can theorize that title is tied to BG matchmaking more than anything and that progressing beyond one’s current skill level might be at the heart of the BG complaints and leading to Kabam wanting pump the brakes on the progression.
Just a theory, but as you can see… players overwhelmingly want to progress and achieve titles. Even at the expense of farming pots and revives. So something needs to give.
My vote… matchmaking in BG needs to either be more liberal and people have to accept losses to bigger accounts, or we need divisions within things like BG to deincentivize people burning through content only to get overwhelmed.
Pot and revive farming may also need tuning, but it needs to be done in a way it is not stifling to players and leading to further progression to be viewed as to bore players and add yet another point of frustration.
And if this is the case, this all started because “sandbagging” and people facing larger accounts to begin with. Also, all that work in BG to make it “fair” for this? Just do the free for all method in a tier. Eventually bigger accounts and more skilled players will move up in tiers and smaller accounts can have their “fair” matches and move up when those accounts are in GC or higher tiers.
But the same 3 hours in 3.2.6 gets you much more than that it's not even close. The amount of units you can get from battlechips isn't comparable to what you can get from quest farming.
Your last para is exactly what they're doing. Limiting the revives .
I would think BG as more of an issue of allowing people to progress beyond their skills then EOP and farming. That is why people who would farm to take on Abyss or EOP are upset… EOP had stages that has limited window to tackle. Without revives, people will have to pay or grind to beat that content. “But people need to accept they shouldn’t beat everything…”
“But companies need to accept that if people don’t feel a sense of accomplishment, they might not play their game…”
Two sides are playing chicken, and judging by the ratio of dislikes to likes… the players will win if something isn’t done by Kabam fast.
"The end result is maps with these nodes will now have a lower drop rate for revives"
By how much? Is it by 10% or by 90% ... who knows. They need to clarify this
My last para isnt exactly what they're doing, well it could be but they aren't shedding any light on the amount the drop rate has been lowered, all they've said is "The end result is maps with these nodes will now have a lower drop rate for revives" that could be a 99% reduction, it could be 70% reduction, either of them 2 examples isn't what said. Also you can't really farm this new mode they're bringing in, it gives x amount per day period. Unlike arena which doesn't really have a limit other than ones time.
Last but not least, they did say farming was the problem ... "This frenzied revive farming trivializes difficult content"
They have quite literallt said the farming is trivialising difficult content. So yes farming is their main issue.
If the stash limit wasn’t embarrassingly low, sure, you could grind 6 months to save enough revives. But no…
I don’t care about the revive farming if they fix the revive limit, stop making content require 50 revives, and fix the lack of effectiveness of health potions.
I did already have full 19 revives in my inventory
It takes about 2 min and 42 energy per run at 3.2.6. Farming 3.2.6 for 3 hours would cost ~3780 energy or 54 energy refills. 54 energy refills would cost 1620 units.
Some are acting like you just press the "free revive" button and you're stash is magically full.
For example, my exploration of act 6 back in the day was funded mostly through arena grinding. However, the paths were nowhere near as resource draining as EoP Carina’s.
3.2.6 is definitely a loophole. However the solution from Kabam is not balanced and the explanation appears disingenuous at best.
Personally I do not believe endlessly spamming a quest for infinite revives is healthy for the game.
But if content is being pushed out that needs hundreds of revives to max out rewards, there has to be more access to earn revives in game and store in inventory than the solution put forward.
Let’s not kid ourselves Kabam don’t want Summoners to push through content as quick as it’s released. They just want those Summoners to pay through the nose for it.
Which is fair enough, we need them to make money or there’s no game.
There should be an opportunity for those who play the game a lot but don’t have time to endlessly grind or pay through the nose to finish this type of content within a timeframe the rewards haven’t depreciated so much in value it makes completing the content not worth the effort.
But I think they should wait a little bit till they fix the bugs so people doesnt rely that much on revives because the AI or the inputs have a lot of issues.
Another solution could be putting revives on 20 units instead of 40 till the bugs get fixed as a temporary tweak, that would be quite balanced.
Well, they sort of decided on what is an appropriate amount of revives to have at a single time. By creating a quest where you can get the items in combination with other (non unit) ways. When piece a content comes out cap it at the amount you can get for free right now. Over time, increase the cap so more peopel can do it with less skill required. Rewards will have less value at that time and this the balance of top 1% of top 1% is still there, and the 1% to 5% will get there as the cap increases and their rosters might have become better.Now, when Kabam designs end game content, there are a number of different variables that have to get balanced between themselves. First of all, what's the point even of "Everest Content?" It isn't normal progressional content. It isn't content that is intended for the average player to be necessarily able to complete. Not even the average end game player. It is intended to be a challenge that most people fail, at least the first time. It is intended to stand there as a test for end game players to attempt to conqueror when they've done everything else. It is not a stepping stone to something else: you don't climb Everest to reach the ladder that takes you to the Moon.
Although the intent is for the content to not be a stepping stone to something else, it inevitably is in an indirect sense, because you have to provide sufficient rewards to entice players to tackle it (usually, but that discussion is a separate thing entirely). What could possibly entice end game players who have done everything and also mostly have everything? It has to be a reward difficult or impossible to get anywhere else.
But if we place rewards like that in the content, it *must* be sufficiently difficult that very few players can actually complete it, at least initially. That number can slowly grow over time, but if it is too high, those rewards become economy distorting. So we increase the difficulty of the content high enough so that only the strongest players with the strongest rosters and the best strategy can complete it.
What about revives? If players use revives, they can lower the difficulty. To some degree, that's fine, but beyond a certain point unlimited use of revives lowers the difficulty too low. So just cap the number of revives and call it a day, right?
Cap them to what? If we make the cap very low, then it is possible that the vast majority of players will *never* attempt the content ever. That's problematic because there are only so many dev hours in the day. You presume that even Everest content will be done by the top 1% of 1%, but eventually that number will grow to the top 1% or maybe top 5%, because it is otherwise impossible to cost justify having a team of developers work on content only a few dozen players will ever complete.
You also have to consider monetization of the game. While you don't *want* players to just spend their way through, if players are consistently prevented from spending where *they* feel its appropriate, you will threaten the revenue base of the game. To repeat: you don't *want* them to spend, but you can't *completely block* their spending. So where you place the cap is an extremely complex question, and one that will have to be revisited with every piece of content you make.
You might say, well this is easy, just do X. Nope, that's not how this works. Kabam is not a hive mind, Kabam is a company with different developers in charge of different things with different ideas and different responsibilities. If you want to implement an item cap on Everest content, you will have to justify that specific cap. You will have to convince the content designers that that cap is appropriate for that content. You will have to convince the game economy people that it is consistent with the game economy, and the monetization people that it is not one too many straws on the monetization camel's back. There are a lot of people who have a say in how an item cap will affect all parts of the game, and they all don't have to agree with you. And you will have to do this over and over again with every piece of content you create.
Even *if* they wanted to implement an item cap, that's not straight forward or easy. And you still have the question hanging out there "why do we have an easy to autopilot infinite revive farm in the game?" It isn't just affecting Everest content, that's just the most obvious and most detrimental symptom. If you're going to tackle that symptom anyway, why not tackle it at its source, and eliminate all side effects simultaneously?
So just because they didn't implement an item cap, doesn't prove they have other motives than the stated one, and doesn't prove its about making money. It just proves this is a complex balancing problem, like most balancing problems, and the *obvious* solution was to tackle it at the source.
There are already many places that have item caps, so I guess they can choose to.
And if it so happens that a cap is set too low. Because nobody, or very very very few people complete the content. Raise it.
When a cap is decided, it does not mean it can never be changed.
They change energy requirements. Nerf content like act 6. Changing the item cap over time is no different.
The game is in a horrible state regarding inputs and bugs.
I’ve no reason to lie or exaggerate, I’m not the greatest player but always been able to hold my own with tough content and high tier war.
I’m using revives and potions where I wouldn’t normally have to because of inputs etc.
Even in TB eq I’ve had to use some revives and health potions.
For example there may be one champ halfway along a path that can only be countered by a specific champ on my team. Game goes wonky, get ko’d.
Choice of restart path or revive.
I’m choosing revive for a couple of reasons.
1. TB eq was kind of ghastly and slow this month so didn’t want to do anymore than necessary.
2. Too much to do in game so can’t afford to be wasting the time I have restarting paths.
We’re at a point (and have been for some time) where players are burning resources because of game faults.
At a time we should be given some help to compensate for this, Kabam are going in the opposite direction and taking away.
Like I said, I agree 3.2.6 needs addressing but jeez man no wonder players are mighty annoyed. Completely tone deaf from Kabam and seems they either don’t understand or care how frustrating an experience the game is right now.
6 hours of arena would be much more unbalanced than 20 revives in 6 hours 😂
Fair enough, you can't auto play arena but that's the only difference. So why not just remove the ability to auto play acts 1-3, the autoplay doesn't help the new players that are at level anyway as they'll just die, the only people the autoplay helps in this aspect are the bigger accounts that are 3 hits and KO
As for time and energy, "Enter Auto Repeat" isn't the same as actually playing the game.
Some were probably abusing it, sure. But not everyone. Some were being responsible with their farming. I know many that were farming ROL for pots.