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Removal of Revive Farming and the Apothecary Discussion
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If you say I'm wrong then I assume you think Earth is flat.
You can look for the data fam, depending on the source, it is between those % I stated before.
So the fact that more people are agree into something it doesnt mean they are right about it, It happened with tons and tons of situations along the history of humanity, where tremendous groups of people would state something that was wrong but the quantity of people that are stating that is was wrong was lesser than the one stating it was right.
And If you want to say that something is wrong, you have to prove it, I didnt say anything wrong here.
You still have to spend resources on energy refills, whether it be with units or saved up refills. It’s not like the revives are free. Slightly toning down the drop rate is fine, but Kabam is taking the nuclear option and nerfing them into the ground, then providing us with an apothecary quest that gives resources useful for a conqueror or below.
You still have to play the game to earn those free refills. Costs time rather than money, just like arena. Except arena isn’t fun, unlike other facets of the game.
In the end, you can get almost everything (champs/rank up materials) in the game for free. Up to you how soon you want it. If you need to get it sooner than everyone else, then you have to either save up units or spend on the game.
You can not expect to consistently run content which is for conqueror or below and expect it to give you resources to tackle end game content. There was a situation that this was happening, one would expect that it would get adjusted at some point.
It's simple. Every decision is for the business. Daily log calendars create daily users. Not having farmable resources means spending units on those resources. If you're spending units on resources to get through content, you can't save units. If you can't save units, the only option is to buy the big deals and then spend those units on unit deals.
Now, before I get to some of the more constructive parts of my post, allow me to give you something else to think about. Revive farming actually keeps people spending more time in your game. Without it, people could move on to arena or something else, but they could also just play less too, which does not incentivize spending. This will also cause most people to abandon the more challenging content all together. I know that if I’m not able to revive farm, I won’t boot up your game in the middle of the day to waste my energy while I’m on a break at work. Without the additional revives, I’m going to abandon Thronebreaker EQ as well. I’ll most likely just spend my time in AQ and AW, run through lower end EQ for small amounts of units, and then move on to something outside of the game. To summarize, revive farming allows me and the majority of your player base to challenge the content, and even makes us want to do so. If you take it away and do not replace it with something that is actually worthwhile, then people will at least lose some interest in your game. I’m not going to say that many people will quit. Let’s face it, despite the bugs, dropped inputs, and the feelings of being failed by Kabam, we still love this game. I think the people who quit will be minimal, but you will have killed the motivation to spend so much time playing this game, which is not good for the game in the long run.
Fear not, though, my Kabam Overlords, for I come bringing suggestions!
1. You could just leave things as they are. I think you’re making this into a bigger deal than it really is. Some of us, myself included, cannot simply grow the skill to do some of the ridiculous content that you have created. Not everybody who is Paragon in this game is a MSD, KT1, Seatin, Happy McMuffins, or anybody who is in a top tier Alliance. Some of us are mediocre and have just been playing for 7 years or so, because we love this game, enjoy the challenges faced to us, but also understand we must work harder than more skilled players to complete them (i.e., revive farm a ton). I don’t think you will go for this option, so I’ve got five more that I think you will find to be more reasonable.
2. Get rid of full energy refills in 5.3.6. The full energy refills that consistently spawn in that map are what cause the ability to revive farm for as much as people can in one day. Without that, people are stuck with an in-game energy limit of ~250 energy per day that I mentioned earlier. Doing nothing other than revive farming, that means people are limited to 5 or 6 revives per day, maybe 10 if they are incredibly lucky. This option allows people to farm what they need for content, and spend units if they want to try for more.
3. You could get rid of the timers in Labyrinth and Abyss that make it to where you must use a revive, no matter how skilled you are, just because the fight went on for too long. Doing this would give some credibility to your statements about challenges being meant as challenges, instead of what Summoners see them as: content made to have us dump revives and units into.
4. Up the inventory cap. This inventory cap is annoying and does not matter in end game content. You will have to use more revives than you can carry when going to extremely difficult content. This will also have the added benefit of making lv 1 and 2 health potions to retain value. I quite honestly sell so many of them or save them for Item Use days, because they are worthless otherwise. If you can hold 100 lv 1 or 2 health potions though, that adds up to a great deal of health for a maxed out 5* or 6* champion.
5. Up the amount of revives and potions gained from the proposed Apocathary. I also think that upping the level of the revives and potions gained from it would be great too. Offering Uncollected players and above lv 1 and 2 potions is honestly an insult. I’ve already pointed out how they don’t heal enough to be worth anything to your average player.
6. Add more revives and potions to daily challenges and/or events. This would give players access to more resources without doing as much extra work. This would have the added benefit of showing some good will for the players.
Thank you for your time and consideration for reading through this post. I hope that it has given you some food for thought and at least shown that there are other alternatives that your company can do that will not alienate your player base even more.
Happy people that willingly play the game and farm to play the toughest content typically are the ones who will spend money.
Upset people who feel that the company has taken away their only way to get through content are much more likely to just quit the game than spent to get through the content.
It's been in the game for almost 2 years and people rely on ion it to get through content so taking it out now is a huge blow. Also, I'm sure that much of the new content released was done so with the farm in mind, which is why it's such a revive suck. To take the farm away w/o changing the content for those who have yet to do it is just going to make them never do it.
They say they don't want to make content that people get through too easily w/ free revives. What happens when people stop doing the content after they take away the farm? What happens to the game when people stop doing the content? How long does it survive?
That's 15 refills/week, that may end up in 20 additional runs through a path in 3.2.6. And these runs may give you approximately 16-18 lvl 1 revives, again, each, WEEK.
So, where all these astronomical numbers come from? Because kabam says this whole situation was monitored for more than a year, so they can distinguish someone who was hoarding refills and 4hrs crystals, from someone who uses what the game gives him. Right?
Realistically players only have two choices - not to attempt endgame content or buy the revives needed to complete it. Some people will not attempt it, some others will buy revives with units. Of the ones who will buy revives with units, some will have units (or grind them in arenas) while some will buy them with money.
As a knock on effect, since fewer people will finish endgame content - including some increased spending on it - the seasonal unit deal (Jul 4th, CW, Banquet etc.) will be a bit more valuable (since endgame rewards are now available to fewer people). Again some people will grind units for this, some will buy.
It is naive to think that this decision was made with a view that it will have a negative revenue impact for the game. The hope clearly is that endgame players used to endgame rewards will still attempt endgame content even if it requires spending (units or money). There is no way this move would have been approved if the internal analysis implied that there would be actual revenue loss from this.
Either that or the data shows that it is a small number of players who are revive farming to that extent (5-15K players accounting for bulk of the 100-300K revives). Consequently, despite the forum noise, actual impact on playing experience of the majority of players is relatively small.
Would I say that a valuable Resource is being harvested at a much higher rate that's intended? Absolutely. That undervalues it for sure. That's a bigger problem than the possibility that people might spend to get through content. That's not the sole objective.
If they removed all Revs from the game and made them only acquirable through the Unit Store, that theory might be onto something. The reality is money only saves time in this game. People only spend when they don't want to wait.
And I'm sure they'll add an extra revive to the apothecary and hope we all accept it.
The game wouldn't exist if it were not for people spending money on it. I cannot understand why it is a surprise to you that in a game whose entire reason for existence is the revenues it generates from selling items to players, the management team would consider that angle in any change it implements.
What do you think it means when you say "valuable Resource is being harvested at a much higher rate that's intended?" The idea is that the resource is available at a rate that a small % of the player base can use it to meet all objectives, remaining players can use it to meet some objectives but not all. The expectation is some of the players in the second set will spend money to bridge the gap in resources. Revenues may not be the major driver for changes in the game, but it is almost always a consideration in any major step taken.