AW psychology

startropicsstartropics Member Posts: 966 ★★★★
i know we complain a lot and our suggestions are almost always game-breaking and frustration is a necessary emotion in all successful gacha games, and i know there's a difference between wants vs needs, but i'd like to try and verbalize what makes AW interesting to me.

war can't be too easy, it can't be too difficult (crush, magic thief), it has to be difficult enough to make solos satisfying but not difficult enough to be punishing. i can't speak for others, but with enough practice and study, all war fights should soloable with just a moderate amount of skill, because planning and preparation takes care of most of it.

t1 players aren't that much more talented than everybody else, they just manage their resources better and work out all scenarios of a fight before taking it.

there were hiccups throughout the history of AW, but it was more or less consistent in it's demands. crush and magic thief have taken that to a totally different level and made it so that preparation doesn't cut it anymore. deaths are high, it's too restrictive, the map feels cheap, it's depressing, demoralizing, and makes you question if you're worthy enough to play the mode.

crush and magic thief AW is not the good kind of pain, but the kind that makes you want to quit. teams are losing players, morale is low, and grown ass men are literally throwing tantrums and spazzing out. not good.

what's my crappy solution? go back to what made AW good. clean, fully solo-able wars that makes players feel good that they didn't die and were able to help out. dying in war has always been devastating and we're not designed for it. i suspect crush and magic thief are trying to undo that wiring but it's not going to happen.

go back to pre-crush AW and players will love it again, and gravitate towards alliances instead of leaving them, and much more likely to spend on the big days. motivated players buy big offers to play modes they enjoy. if you push them away they don't spend more to catch up, they just disappear or play casually.

please drop the "die more" agenda and make alliance wars great again.

Comments

  • HERUHERU Member Posts: 133 ★★
    edited April 2
    Many players I know retired to relaxed alliances with optional 1-2 bgs AW exactly for these reasons. I am one of those and I feel good about not spending anymore to be highly competitive...
    Thank you Kabam for helping me stepping back (again)!
  • startropicsstartropics Member Posts: 966 ★★★★
    want to clarify what i mean by moderate skills should be enough to solo. it's obviously always relative to your tier, which is dependent on your roster.

    if anyone disagrees with the opening post, which is perfectly fine, please explain why.
  • ChaosMax1012ChaosMax1012 Member Posts: 3,113 ★★★★★
    Either that or triple the loyalty gain lmao, it’s ridiculous how much is needed for potions and boosts for the little scraps we get upon win and losing.
  • PT_99PT_99 Member Posts: 4,824 ★★★★★
    50k loyalty reward when just two health potions eats more than that is ridiculous
  • xNigxNig Member Posts: 7,336 ★★★★★
    The simple solution to make AW harder for higher tiers is to switch on fog of war again. 😂
  • PandingoPandingo Member Posts: 1,112 ★★★★
    There are a few options here. All good. You can always drop to a lower tiered alliance. Personally I'm torn. I despise losing in war. If I give more than 3 deaths it feels like I'll be kicked. But less serious alliances have always made war way more meh. Maybe if there were showcase style wars for people who want competition and the rewards but not the pressure? That may be an option they could consider implementing. Allow alliances to choose war or a showcase style solo war. But that'd add more code etc etc. Idk the answer. Maybe nix the data wasted by back chapters and replace it with this?
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