Behold, the Issue that arises when you Nerf Revive Farming to the Ground.
Polygon
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Disclaimer: this isn’t a post complaining to leave revive farming the way it is, I understand the issues and impact it has for the health of the game. (ironic though that most of the people that are agreeing with the nerf are the same ones that farmed countless revives from there themselves and already did multiple paths of necro)
What I’m instead advocating for in this thread is that Kabam takes a loot at incorporating additional ways for players to get revives as f2p.
Some plausible suggestions are:
1) increase the revive/potion/energy refill cap. These have yet to ever be updated despite other resource caps being updated
2) Add an additional daily quest that we can do similar to Apothecary that can only be done once per day, or once per X amount of days.
3) Revamp EQ to increase the drop rates of revives and potions (this would have to be a substantial upgrade since people would be using energy on EQ which costs a ton of energy, where they could have been using said energy elsewhere)
4) add another content that can drop revives from completion but the catch is that it has a bit of a moderate grind or challenge and cannot just be steamrolled via Autofighting.
Now for the actual problem that I elude to in my thread, the problem isn’t nerfing farming, it’s not doing anything to incorporate alternative f2p ways of getting the revives after nerfing.
Why’s that?
Well, as you know, most players like myself save their free 4 hour crystals for the next big challenging or Everest content because there is only so little time your stash can hold potions and revives before they expire.
So if you’re popping a ton of 4h crystals, you’re gonna get tons and tons of energy refills. Now since Kabam, cannot alter drop rates of these 4 h crystals, it follows that most of these energy refills will just expire into the Shadow Realm.
Note: this thread completely ignores the other obvious issue that those that already farmed the maps were able to explore or complete multiple paths of Necro, and if Kabam didn’t have an issue with changing the spawn rates or even dropping an announcement the first month that players already finished exploring because of this, then i’m sure the small amount of revives from the suggestions I’ve listed here would hardly even make a dent compared to how much revives one could obtain from the revive farm.
What I’m instead advocating for in this thread is that Kabam takes a loot at incorporating additional ways for players to get revives as f2p.
Some plausible suggestions are:
1) increase the revive/potion/energy refill cap. These have yet to ever be updated despite other resource caps being updated
2) Add an additional daily quest that we can do similar to Apothecary that can only be done once per day, or once per X amount of days.
3) Revamp EQ to increase the drop rates of revives and potions (this would have to be a substantial upgrade since people would be using energy on EQ which costs a ton of energy, where they could have been using said energy elsewhere)
4) add another content that can drop revives from completion but the catch is that it has a bit of a moderate grind or challenge and cannot just be steamrolled via Autofighting.
Now for the actual problem that I elude to in my thread, the problem isn’t nerfing farming, it’s not doing anything to incorporate alternative f2p ways of getting the revives after nerfing.
Why’s that?
Well, as you know, most players like myself save their free 4 hour crystals for the next big challenging or Everest content because there is only so little time your stash can hold potions and revives before they expire.
So if you’re popping a ton of 4h crystals, you’re gonna get tons and tons of energy refills. Now since Kabam, cannot alter drop rates of these 4 h crystals, it follows that most of these energy refills will just expire into the Shadow Realm.
Note: this thread completely ignores the other obvious issue that those that already farmed the maps were able to explore or complete multiple paths of Necro, and if Kabam didn’t have an issue with changing the spawn rates or even dropping an announcement the first month that players already finished exploring because of this, then i’m sure the small amount of revives from the suggestions I’ve listed here would hardly even make a dent compared to how much revives one could obtain from the revive farm.
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Comments
It is literally enough to stop revive farms.
But kabam just want us to spend money on the game lmao.
If you're F2P, you should be looking to arena, doing solo objectives and running Apothecary.
I'm not saying they shouldn't increase some of the other areas of the game with how we can get them but there's already tons of ways to get them.
Revive farming wasn't a thing really until a few years ago. These forums were constantly filled with posts asking how many units one would need for content. I believe Abyss was the last thing piece of content that we used as a barometer for that.
With the revive spawn rates nerfed to oblivion, one can make an argument that dropping loads of units (for 5 additional paths worth) is just not that worth it compared to what else you can do with those units (not all J4/Cyber Monday unit deals will be bad)
By nerfing the revive farm, they can actually make things worse as less people would bother to do more than 1 path
Like no revives at all in earlier content or just so little that its not worth it?
Also since the new EQ format there are no revives and potions visible on the maps anymore, but every now and then at the end of the quest you get some, i liked it better before where i could choose a path with the revive on it...what do you think?
If you don’t have any more story content to complete, you’re a true end-game player and extra energy is going to waste unless you want to burn it in BG.
For true end-game players doing end-game content (EOP/Carinas Challenges/Gauntlet/Necro) when they are released, revive farming allowed those players to convert that unused energy into revives to tackle the content that typically costs a lot of revives. You’re not going to keep restarting necropolis after a couple fights to try to do it with less revives.
So maybe they can just reduce the drop rate of the energy refills from the revive farms as a start and see what that does? End game players can still find a use for energy refills they don’t have any content to use them on and the farming is no longer “unlimited” but is still an option.
Second, i never understood how that worked.. i mean, in order to redo the same paths you need a lot of energy, which you get with units, right? So why not just buy revives with units, maybe a bit more expensive, but still...
And i think we have enough revives in daily content, Apotecary and 22h solo events..if you need more, buy them!! We get enough units just by playing the game.
We get about 60 revives/month. What more do you need??
Or you guys want to fully explore Necropolis in one day and then complain that the game is boring, that there is no new content? That 8.3 is too easy? That Cerastes is a joke??
Of course, if a player can farm 1000 revives, there is no content worthy enough...
I am just explaining, I am not in favor of some things F2P players do. They are the most demanding for rewards and resources while they hog every unit for 4th, CM unit deals or Banquet.
You can quibble about how efficient it is at managing resources (compared to playing arenas for units to buy revives), but if you have spare energy and time, then revive farming is still a form of resource management.
It's almost like Kabam is VERY fast when it comes to fix any sort of area which is beneficial to players but takes AGES to fix the problematic areas of games, that's what's make playerbase loud and complaining.
But everyone keeps ignoring that units are also freely obtained. I’m not an arena grinder at all and I’m sitting on 3700+ units I didn’t spend money on. That’s 90+ revives. Add the 60ish I can earn in a month and I could throw 150 at necro without spending any money. If I were an arena grinder I could have easily had the units to throw 300 revives at a necropolis this month.
This is just forcing a shift back to using units for revives for end-game content. It’s not reducing how many revives people can or will spend on content. It’s just forcing the use of units which means spenders might spend more and FTP will have to recalibrate the resource management around this.
The benefit I see for Kabam is that a spender who is on the GM fight and has spent their limited stash of revives and units will now spend some money to finish it instead. In the past, that spender could have farmed up enough revives to avoid the spend but with no farms they are more likely to be in a position to spend to complete the content.
And I’m ok with that. I just don’t buy the “it’s to limit the design parameters” nonsense.
auto playing an act 5 quest.
The fact that so many players feel they have things all figured out and they just know why game designers do what they do, and they are almost always completely wrong is why there are so few game design AMAs in the world, and almost none of them have game economy designers volunteering to do them. There is no reason to do that when the most common question you're likely to get are sliding scale politeness variations of "why do you always lie about what you do?"
This shift will just make players reconsider spending units on deals vs content completion. We’ll see players hoard units a little more to be ready for the next big thing. It will not significantly impact the amount of revives someone spends on content. It will significantly increase the units spent on revives for content. That’s my prediction.
I know I’ll be holding on to more units in the future for content completion because of this announcement. I doubt I’m alone in that.