Arena Express Mode

Fit_Fun9329Fit_Fun9329 Member Posts: 2,217 ★★★★★
Hi all,

It seems that Kabam Zero enters the stage again:



What do you think/wish about/for this new feature?

Was hoping for an arena revamp for years now!!
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Comments

  • DaddriedaDaddrieda Member Posts: 1,646 ★★★★
    Could I have the link to read it, please?
  • FurrymoosenFurrymoosen Member Posts: 4,616 ★★★★★

    Man I really hope that it’s not sigil exclusive…

    It is already known to be a Sigil perk.
  • Fit_Fun9329Fit_Fun9329 Member Posts: 2,217 ★★★★★
    Sooo .. it was only cut off rewards buff? Huh?
  • FurrymoosenFurrymoosen Member Posts: 4,616 ★★★★★

    Sooo .. it was only cut off rewards buff? Huh?

    Zero’s post said it would be in the release notes. Didn’t say anything about info coming in the stream.
  • Fit_Fun9329Fit_Fun9329 Member Posts: 2,217 ★★★★★

    Sooo .. it was only cut off rewards buff? Huh?

    Zero’s post said it would be in the release notes. Didn’t say anything about info coming in the stream.
    True but when this is a cool new hot feature, it would be best to promote it on stream. Arena can use some love 😅
  • FurrymoosenFurrymoosen Member Posts: 4,616 ★★★★★
    edited April 2023

    Sooo .. it was only cut off rewards buff? Huh?

    Zero’s post said it would be in the release notes. Didn’t say anything about info coming in the stream.
    True but when this is a cool new hot feature, it would be best to promote it on stream. Arena can use some love 😅
    But since it’s likely a paid feature they may not feel like dealing with the chat’s response live.
  • FurrymoosenFurrymoosen Member Posts: 4,616 ★★★★★


    Not a lot of detail in this version of the info.
  • XSquadXSquad Member Posts: 162 ★★
    I wanna know about Known Issues part with Adam Warlock lol
  • NearJrNearJr Member Posts: 159 ★★
    Let's not jump to conclusions right away. We need to see the final feature live in order to judge.

    My specullation is this might be an attempt to slow down bots & farmers. Again, this is pure specullation on my end. And even if it is an action to give bots/farmers a "disadvantage", I dont think its the right way to go. My theory, it's not solid at all and based no nothing but my imagination, and it's a pretty dumb guess.

    I mean, nice for those that buy the sigil but I do agree it's a kick in the groin for the rest. I still want to wait and see before we all bust out the pitchforks.
  • ErcarretErcarret Member Posts: 3,010 ★★★★★
    Hopefully Sigil users will simply be the beta users for this feature. It would be nice to see it rolled out to everyone eventually. Even as someone who usually pays for the Sigil, I'm not too fond of QoL changes being locked behind a paywall. There are other ways to make the Sigil worthwhile, and making Arena less grindy is something that I think everyone should be able to enjoy.

    However, I can imagine that it is a feature that needs some limited in-the-wild testing before being rolled out fully, similarly to how only new players had access to the energy refill change a few months ago in order to see how it worked ahead of a community-wide implementation. If that's the case, then I'm more in favor of it. I remember suggesting that Sigil users be used as beta testers at the time, instead of new players. I think that's a cool perk for them without, in the end, holding QoL features back from the wider community.
  • DNA3000DNA3000 Member, Guardian Posts: 19,885 Guardian

    I’ll have to agree, QoL things should be for everyone. This isn’t really a QoL but a bonus “luxury “ I guess.

    You mean like inventory increases?

    There are two kinds of QoL improvements. There are those that affect the fundamental interface and interactions with the game, and those that affect the internal "friction" of gameplay itself. For example, tapping on an icon to see a description of a thing is a fundamental UI interaction. Inventory increases are reductions in friction. I think the former should, in general, be made available to everyone, but the latter should be fair game for monetization, because while we call them "QoL" they are really just the softest game-impacting monetization options available. If we exclude them from monetization, we force monetization "up" the game-impacting food chain.

    The very first R5s in the game for the most part were earned via game play. That was a huge monetization opportunity lost, to counterbalance the desire for top tier stuff to be earnable in-game before it was completely diluted by whales. If we're not going to sell early access to the top tier stuff, and we're not going to sell QoL game play features, what's left? The problem with squeezing all of the monetization into the middle is that the middle is hazily defined, and mostly boring. That's a dangerous long term combination.
  • GinjabredMonstaGinjabredMonsta Member, Guardian Posts: 6,489 Guardian
    DNA3000 said:

    I’ll have to agree, QoL things should be for everyone. This isn’t really a QoL but a bonus “luxury “ I guess.

    You mean like inventory increases?

    There are two kinds of QoL improvements. There are those that affect the fundamental interface and interactions with the game, and those that affect the internal "friction" of gameplay itself. For example, tapping on an icon to see a description of a thing is a fundamental UI interaction. Inventory increases are reductions in friction. I think the former should, in general, be made available to everyone, but the latter should be fair game for monetization, because while we call them "QoL" they are really just the softest game-impacting monetization options available. If we exclude them from monetization, we force monetization "up" the game-impacting food chain.

    The very first R5s in the game for the most part were earned via game play. That was a huge monetization opportunity lost, to counterbalance the desire for top tier stuff to be earnable in-game before it was completely diluted by whales. If we're not going to sell early access to the top tier stuff, and we're not going to sell QoL game play features, what's left? The problem with squeezing all of the monetization into the middle is that the middle is hazily defined, and mostly boring. That's a dangerous long term combination.
    I’m not disagreeing with you and I agree with you. To me QoL is improvement in gameplay and helpful features. Like UI and item placements on the menu or gates in quests being moved to be easier to press things is QoL to me or like auto claim features and such are QoL. Increasing inventory space can be QoL, but I also can see it as a luxury upgrade as well. Same with energy refresh speed and or amount. These can be seen as luxury upgrades and I don’t mind them being monetized.

    I feel this is more of a luxury item than a QoL item because it’s being monetized but also because the information that is out right now is very vague. I mean, there’s minimal screens in arena so it can be assumed what it means. Also, in my opinion, I haven’t really seen this been a complaint enough to be a QoL change. I do see how this can be a benefit to people who grind the arena though same as the energy timer is a benefit to people who like to do a lot of quests or storage for people who like to have a health stash of items. I’m kinda just ranting now and may have gotten away from my point, but don’t really see this as QoL irme just a luxury item
  • AdevatiAdevati Member Posts: 439 ★★★
    DNA3000 said:

    I’ll have to agree, QoL things should be for everyone. This isn’t really a QoL but a bonus “luxury “ I guess.

    . If we're not going to sell early access to the top tier stuff, and we're not going to sell QoL game play features, what's left?
    For starters, the same thing most other games do; cosmetic items.

    Why Kabam isn’t selling alternate skins for champions (especially with BGs now) is lost on me.

    Another thing many games do to generate revenue without disrupting balance, is to offer permanent attribute increase items. These are very minor increases; typically like 1% more damage or something. They don’t affect the balance that much but players have the desire to “max” out at any cost. F2P can get them after 6 months to a year of grinding whereas spenders get them much quicker.

    Another source of revenue is the premium pass system which is clearly here to stay.

    There are a lot of ways to generate revenue.
  • ahmynutsahmynuts Member Posts: 7,807 ★★★★★

    DNA3000 said:

    I’ll have to agree, QoL things should be for everyone. This isn’t really a QoL but a bonus “luxury “ I guess.

    You mean like inventory increases?

    There are two kinds of QoL improvements. There are those that affect the fundamental interface and interactions with the game, and those that affect the internal "friction" of gameplay itself. For example, tapping on an icon to see a description of a thing is a fundamental UI interaction. Inventory increases are reductions in friction. I think the former should, in general, be made available to everyone, but the latter should be fair game for monetization, because while we call them "QoL" they are really just the softest game-impacting monetization options available. If we exclude them from monetization, we force monetization "up" the game-impacting food chain.

    The very first R5s in the game for the most part were earned via game play. That was a huge monetization opportunity lost, to counterbalance the desire for top tier stuff to be earnable in-game before it was completely diluted by whales. If we're not going to sell early access to the top tier stuff, and we're not going to sell QoL game play features, what's left? The problem with squeezing all of the monetization into the middle is that the middle is hazily defined, and mostly boring. That's a dangerous long term combination.
    I’m not disagreeing with you and I agree with you. To me QoL is improvement in gameplay and helpful features. Like UI and item placements on the menu or gates in quests being moved to be easier to press things is QoL to me or like auto claim features and such are QoL. Increasing inventory space can be QoL, but I also can see it as a luxury upgrade as well. Same with energy refresh speed and or amount. These can be seen as luxury upgrades and I don’t mind them being monetized.

    I feel this is more of a luxury item than a QoL item because it’s being monetized but also because the information that is out right now is very vague. I mean, there’s minimal screens in arena so it can be assumed what it means. Also, in my opinion, I haven’t really seen this been a complaint enough to be a QoL change. I do see how this can be a benefit to people who grind the arena though same as the energy timer is a benefit to people who like to do a lot of quests or storage for people who like to have a health stash of items. I’m kinda just ranting now and may have gotten away from my point, but don’t really see this as QoL irme just a luxury item
    Youre correct. Arena express is a QoL improvement being sold as a luxury item not the other way around such as what DNA mentioned. QoL should be for everyone and they could have added something different to the sigil to make money.
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