What QoL? My alliance is just chilling. We tag eachother in discord when revives arrive and do couple of runs in needed cycle and then nothing for the day. Though there was one member who joined with wrong role and another who shouldn't have but we will get better. Also my alliance is global, we don't have timezone issues.
Same, idk what people are talking about with it being no life, just do your two fights (literally) and that’s it. Two fights per day is much less than AQ.
The A.I. is very rng dependent especially when you need them to throw heavys and they just keep pounding your block until your dead. And the fact that not all players are skilled at the game and your stuck single handedly doing all the damage to take down the one of the bosses. It just seems another money pit for kabam. Great job
I think with a few small tweaks and overtime learning the fights, it can be very good. Think back to how long it took you to learn map 6/7/8 when they were introduced.
I do believe raids need a mayor overhaul and some serious rethinking in terms of game design
I always thought raids was going to be something totally different. I thought we’d have Galactus as the boss, with something like a Billion health points. MCOC would utilise the multiverse storyline in the contest as a way for the whole Alliance to fight Galactus individually, without the need for shared nodes, lanes and waiting. We fight each fight Galactus in a different universe within the contest, but each universe damage sums up together.
The prize at the end is a new store, with a Raids currency. The amount of rewards earned is based split based on the % of damage each Alliance member did to Galactus. So if you have one hero in the Alliance doing 20% of all the damage, they’d get 20% of the available currency for use in the store.
The feeling is that Raids are going exactly the opposite direction of all the QOL improvements Kabam has done lately
Yes, deliberately so.
AQ was originally intended to be alliance content - as in, to require an entire alliance to work together in a coordinated fashion to complete it. In other words, it was actually intended to be MCOC's version of MMO raids. However, over time it evolved organically to be something different, or at least a large portion of the playerbase pushed it to be something different. There were a lot of players who were treating it as a much more casual affair and wanted it to be even moreso. Energy management, path management, cost management, fight coordination, team coordination, was more than a lot of players wanted to do. So the developers began removing much of those elements from AQ: hidden nodes, links, path energy were all removed or reduced to make AQ a much more friendly affair.
Which is fine for the players who wanted a more casual mode, but what about the players who wanted a more involved coordinated mode? That's what Raids are there to provide: the other side of the coin. Standard AQ becomes the casual AQ mode, and Raids become the more involved mode. Raids remove all those QOL improvements to AQ because they aren't universal QOL. They are QOL for the players who want a more casual mode. But for players who wanted a more involved mode, it was the exact opposite: it was the slow death of the mode.
Raids are going in the exact opposite direction because it is supposed to go in the exact opposite direction, because not everyone wanted to go in the direction standard AQ was heading. If you don't want to go where Raids is heading, don't board that train.
I don't think anyone wants to go in direction of, "4 pierce with block an attack, 10% cap, degen linked nodes, top hero banned for whole week etc etc."
The feeling is that Raids are going exactly the opposite direction of all the QOL improvements Kabam has done lately
Yes, deliberately so.
AQ was originally intended to be alliance content - as in, to require an entire alliance to work together in a coordinated fashion to complete it. In other words, it was actually intended to be MCOC's version of MMO raids. However, over time it evolved organically to be something different, or at least a large portion of the playerbase pushed it to be something different. There were a lot of players who were treating it as a much more casual affair and wanted it to be even moreso. Energy management, path management, cost management, fight coordination, team coordination, was more than a lot of players wanted to do. So the developers began removing much of those elements from AQ: hidden nodes, links, path energy were all removed or reduced to make AQ a much more friendly affair.
Which is fine for the players who wanted a more casual mode, but what about the players who wanted a more involved coordinated mode? That's what Raids are there to provide: the other side of the coin. Standard AQ becomes the casual AQ mode, and Raids become the more involved mode. Raids remove all those QOL improvements to AQ because they aren't universal QOL. They are QOL for the players who want a more casual mode. But for players who wanted a more involved mode, it was the exact opposite: it was the slow death of the mode.
Raids are going in the exact opposite direction because it is supposed to go in the exact opposite direction, because not everyone wanted to go in the direction standard AQ was heading. If you don't want to go where Raids is heading, don't board that train.
I don't think anyone wants to go in direction of, "4 pierce with block an attack, 10% cap, degen linked nodes, top hero banned for whole week etc etc."
Especially when all 3 people on my side of the map have had 3x 25% t6cc, 9 chests 9 25%s is a joke
The feeling is that Raids are going exactly the opposite direction of all the QOL improvements Kabam has done lately
Yes, deliberately so.
AQ was originally intended to be alliance content - as in, to require an entire alliance to work together in a coordinated fashion to complete it. In other words, it was actually intended to be MCOC's version of MMO raids. However, over time it evolved organically to be something different, or at least a large portion of the playerbase pushed it to be something different. There were a lot of players who were treating it as a much more casual affair and wanted it to be even moreso. Energy management, path management, cost management, fight coordination, team coordination, was more than a lot of players wanted to do. So the developers began removing much of those elements from AQ: hidden nodes, links, path energy were all removed or reduced to make AQ a much more friendly affair.
Which is fine for the players who wanted a more casual mode, but what about the players who wanted a more involved coordinated mode? That's what Raids are there to provide: the other side of the coin. Standard AQ becomes the casual AQ mode, and Raids become the more involved mode. Raids remove all those QOL improvements to AQ because they aren't universal QOL. They are QOL for the players who want a more casual mode. But for players who wanted a more involved mode, it was the exact opposite: it was the slow death of the mode.
Raids are going in the exact opposite direction because it is supposed to go in the exact opposite direction, because not everyone wanted to go in the direction standard AQ was heading. If you don't want to go where Raids is heading, don't board that train.
I don't think anyone wants to go in direction of, "4 pierce with block an attack, 10% cap, degen linked nodes, top hero banned for whole week etc etc."
Especially when all 3 people on my side of the map have had 3x 25% t6cc, 9 chests 9 25%s is a joke
I think the probability to pull t6cc is 70% Isn't it illegal to have lootboxes without showing the numbers or something?
I always thought raids was going to be something totally different. I thought we’d have Galactus as the boss, with something like a Billion health points. MCOC would utilise the multiverse storyline in the contest as a way for the whole Alliance to fight Galactus individually, without the need for shared nodes, lanes and waiting. We fight each fight Galactus in a different universe within the contest, but each universe damage sums up together.
The prize at the end is a new store, with a Raids currency. The amount of rewards earned is based split based on the % of damage each Alliance member did to Galactus. So if you have one hero in the Alliance doing 20% of all the damage, they’d get 20% of the available currency for use in the store.
This. Raids turns out as a non stop, high communicative game mode which does not come to an end. „Who needs to go in now?“
Everything kabam removed from AQ was implemented now to Raids. Don’t like it
There’s no good reason this had to be gatekeeped using die now mechanisms that punish good play and there’s an even less of a reason why the potions had to be trickled to us throughout the week. There are more than enough reasons to check into this game daily. Raids didn’t need to be yet another straw on the camel’s back. To me both mechanisms are lazy and pointless. Nothing would have been impacted by having the raid be a weekly event but allow players to complete on their own time. The reward pay out is the reward payout.
Forcing coordination through bad design firewalls does not make them good design or even necessary. The same amount of coordination would be needed to do this without this trickle or damage cap. And there’s no impact to Kabam if one group completes it in a day and another takes the full week.
Lastly, RNG rewards that are the level of a banquet crystal is an absolutely horrible concept. It will only result in added stress and friction being present in this mode and make it harder for alliances and players to find people or spots that align to their game goals.
I get that Kabam may have wanted to introduce a mode that upped the MMO engagement but convoluting a boss rush map with inorganic stop gaps makes this mode feel inflexible for inflexibilities sake with little of the need to require daily coordination and cooperation.
Don't know if this was ever mentioned, but what about boosts like the war boosts strictly for Raid. Indestructible, power boost, regen would be nice, along with access to better revives
The feeling is that Raids are going exactly the opposite direction of all the QOL improvements Kabam has done lately
If you don't want to go where Raids is heading, don't board that train.
This. This comment here.
This is a thread where some people are trying to provide constructive feedback on a new game mode. I’m sure it’s littered with unconstructive feedback too, but I find these types of comments to be the most unconstructive and least valuable of all. To the point where the rest of the arguments made in the full comment become devoid of value as well as they read more like excuse making than valid points with this context at the end.
Raids in concept, feels like it could be a lot of fun but it feels like a live beta that hasn’t been fully baked yet. As it’s full of artificial barriers that feel less natural than energy timers and retreads multiple missteps of the past that the community expressed displeasure with. If Kabam really wants to create an engaging weeklong experience for us I’d be all for it, I just don’t find this to be a natural attempt to create that.
The feeling is that Raids are going exactly the opposite direction of all the QOL improvements Kabam has done lately
If you don't want to go where Raids is heading, don't board that train.
This. This comment here.
This is a thread where some people are trying to provide constructive feedback on a new game mode. I’m sure it’s littered with unconstructive feedback too, but I find these types of comments to be the most unconstructive and least valuable of all. To the point where the rest of the arguments made in the full comment become devoid of value as well as they read more like excuse making than valid points with this context at the end.
Raids in concept, feels like it could be a lot of fun but it feels like a live beta that hasn’t been fully baked yet. As it’s full of artificial barriers that feel less natural than energy timers and retreads multiple missteps of the past that the community expressed displeasure with. If Kabam really wants to create an engaging weeklong experience for us I’d be all for it, I just don’t find this to be a natural attempt to create that.
Same vibe of, "If you don't like the show then don't watch it !!!" Only for the show to lose money and be laughing stock. These DON'T commenters seriously need to evaluate if they realy want to push out audiance 🥴
The purpose of this thread is to provide feedback and suggestions.
Once again we are beta testing an half-baked and poorly designed piece of content and using our own money to do that.
Beta testing should be open to different player's profiles, not only Karate Mike, MSD , Lagacy and the top pro players. Kabam really need to incorporate feedback and data from different personas before releasing anything.
If a game is designed with only the top 1% of its users in mind, it's a failure.
I find the idea that "content creators" got a week of free practice in raids, and got more items for their runs than players got. Many of the ones who streamed the content are generally considered some of the top players in the games... and many of them struggled to get through 2 bosses with 20 revives.
Buddy, you can't trust CCP videos on those new contents , they have tried thousands of times and know all the traps. An good example, if you try Zemo team in Necropolis like Karatemike, he used 15 revives or something like that to clear the path, but you will be so screwed up if you failed to solo air-walker.
The feeling is that Raids are going exactly the opposite direction of all the QOL improvements Kabam has done lately
Yes, deliberately so.
AQ was originally intended to be alliance content - as in, to require an entire alliance to work together in a coordinated fashion to complete it. In other words, it was actually intended to be MCOC's version of MMO raids. However, over time it evolved organically to be something different, or at least a large portion of the playerbase pushed it to be something different. There were a lot of players who were treating it as a much more casual affair and wanted it to be even moreso. Energy management, path management, cost management, fight coordination, team coordination, was more than a lot of players wanted to do. So the developers began removing much of those elements from AQ: hidden nodes, links, path energy were all removed or reduced to make AQ a much more friendly affair.
Which is fine for the players who wanted a more casual mode, but what about the players who wanted a more involved coordinated mode? That's what Raids are there to provide: the other side of the coin. Standard AQ becomes the casual AQ mode, and Raids become the more involved mode. Raids remove all those QOL improvements to AQ because they aren't universal QOL. They are QOL for the players who want a more casual mode. But for players who wanted a more involved mode, it was the exact opposite: it was the slow death of the mode.
Raids are going in the exact opposite direction because it is supposed to go in the exact opposite direction, because not everyone wanted to go in the direction standard AQ was heading. If you don't want to go where Raids is heading, don't board that train.
Another good example of trying to make all unreasonable thing look reasonable, remember, this is his job.
People are trying to help and giving their feedbacks, all this guy does is pushing these information away.
Comments
Dr. Zola
#SilverLinings
The prize at the end is a new store, with a Raids currency. The amount of rewards earned is based split based on the % of damage each Alliance member did to Galactus. So if you have one hero in the Alliance doing 20% of all the damage, they’d get 20% of the available currency for use in the store.
Isn't it illegal to have lootboxes without showing the numbers or something?
Everything kabam removed from AQ was implemented now to Raids. Don’t like it
Forcing coordination through bad design firewalls does not make them good design or even necessary. The same amount of coordination would be needed to do this without this trickle or damage cap. And there’s no impact to Kabam if one group completes it in a day and another takes the full week.
Lastly, RNG rewards that are the level of a banquet crystal is an absolutely horrible concept. It will only result in added stress and friction being present in this mode and make it harder for alliances and players to find people or spots that align to their game goals.
I get that Kabam may have wanted to introduce a mode that upped the MMO engagement but convoluting a boss rush map with inorganic stop gaps makes this mode feel inflexible for inflexibilities sake with little of the need to require daily coordination and cooperation.
This is a thread where some people are trying to provide constructive feedback on a new game mode. I’m sure it’s littered with unconstructive feedback too, but I find these types of comments to be the most unconstructive and least valuable of all. To the point where the rest of the arguments made in the full comment become devoid of value as well as they read more like excuse making than valid points with this context at the end.
Raids in concept, feels like it could be a lot of fun but it feels like a live beta that hasn’t been fully baked yet. As it’s full of artificial barriers that feel less natural than energy timers and retreads multiple missteps of the past that the community expressed displeasure with. If Kabam really wants to create an engaging weeklong experience for us I’d be all for it, I just don’t find this to be a natural attempt to create that.
These DON'T commenters seriously need to evaluate if they realy want to push out audiance 🥴
Once again we are beta testing an half-baked and poorly designed piece of content and using our own money to do that.
Beta testing should be open to different player's profiles, not only Karate Mike, MSD , Lagacy and the top pro players. Kabam really need to incorporate feedback and data from different personas before releasing anything.
If a game is designed with only the top 1% of its users in mind, it's a failure.
An good example, if you try Zemo team in Necropolis like Karatemike, he used 15 revives or something like that to clear the path, but you will be so screwed up if you failed to solo air-walker.
People are trying to help and giving their feedbacks, all this guy does is pushing these information away.