Man I really hope that it’s not sigil exclusive…
Sooo .. it was only cut off rewards buff? Huh?
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.
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 😅
You have to spent 10$ to skip some animations while playing arena. Why not allow this to everyone
This is appalling;"pay us money to make your game go faster"There is no other interpretation to this.
I’ll have to agree, QoL things should be for everyone. This isn’t really a QoL but a bonus “luxury “ I guess.
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’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?
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