Suggestion for arena help button

I would like to make a suggestion that could improve the Arena section of the game. It would be much more convenient if there were a button that allows players to request help for all champions at once, rather than having to ask for help individually for each champion. This would save time and make the overall experience smoother.

Comments

  • ahmynutsahmynuts Member Posts: 7,596 ★★★★★
    In reality what it dies is cause the game to explode. Not make the overall experience smoother
  • SilentsurvivorSilentsurvivor Member Posts: 4
    The potential server load issue can be addressed with optimized coding and rate-limiting. Developers could implement the “help all” button so that requests are batched or staggered over a few seconds, preventing any sudden spikes in server demand.
    Many games already handle similar bulk actions effectively, so it’s technically feasible. Additionally, by making the game more convenient for players, this feature could improve user experience and increase engagement without compromising stability.
  • BrhynoBrhyno Member Posts: 11
    Or make it how we help others and limit it to 10 at a time.
  • BringPopcornBringPopcorn Member Posts: 5,240 ★★★★★
    Or get rid of the help at all...
  • SilentsurvivorSilentsurvivor Member Posts: 4

    Or get rid of the help at all...

    I still find it quite helpful though, I wouldn’t take it out entirely
  • SilentsurvivorSilentsurvivor Member Posts: 4
    Brhyno said:

    Or make it how we help others and limit it to 10 at a time.

    That’s a really good idea imo! I’d love to see such an improvement in the game
  • Tairique_turay0Tairique_turay0 Member Posts: 347 ★★★
    Kabam won’t allow that because that would allow you to constantly refresh your arena champions without a timer… they’ll never allow you to get Units that quickly and easily.
  • SummonerNRSummonerNR Member, Guardian Posts: 12,822 Guardian

    Kabam won’t allow that because that would allow you to constantly refresh your arena champions without a timer… they’ll never allow you to get Units that quickly and easily.

    Huh, what ?

    Nobody said get rid of the Refresh TIMERS.

    Just the requesting and providing of Help which basically only lowers the refresh time minimally.
    Might have to dig slightly deeper for an additional 1-2 arena matches before being able to recycle back to your first team during your constant/infinite gameplay. No biggy.

    And Kabam could instead just make the normal Refresh Timers a little lower (across the board) to make up for getting rid of Arena Helps.
    (**actually, they've already done that quite extensively already over the years, so really wouldn’t have to change the Timers again after getting rid of Helps. And higher and higher champs are constantly lowering the amount of time needed to spend with the higher Arena to reach the same milestones, etc, anyways).

    Just re-adjust Alliance Helps across the board (Max, Amount, Points, Loyaly, etc) for providing Help for ENERGY ONLY.
  • DNA3000DNA3000 Member, Guardian Posts: 19,678 Guardian

    The potential server load issue can be addressed with optimized coding and rate-limiting. Developers could implement the “help all” button so that requests are batched or staggered over a few seconds, preventing any sudden spikes in server demand.
    Many games already handle similar bulk actions effectively, so it’s technically feasible. Additionally, by making the game more convenient for players, this feature could improve user experience and increase engagement without compromising stability.

    There's what's technically possible, and what's technically feasible given the current codebase and the resources available to modify it. Under the category of technically possible is almost everything, so saying it can be done with "optimized coding and rate limiting" isn't saying much in practice.

    Keep in mind also that the original purpose to the help button was to actually require players to use it. It would actually be far easier to eliminate the help button altogether and simply adjust refresh timers on the assumption that everyone in the alliance automatically granted help and hand everyone a thousand loyalty per day. But that's like saying the problem with the calendar is if people miss a day they don't get the rewards. That's not a flaw.

    Once upon a time, people thought that getting rid of deathmatches in the arena would be a good thing, and it would be trivial to do: just limit the maximum strength of the opponent from 4x to 2x. Problem solved: no more deathmatches, because the game would literally never use a death match against a player. And the devs actually tried that. It became a nightmare, because while that change eliminated deathmatches, it also caused the arena to basically *always* send 2x teams against the player. It took careful examination of how the arena actually worked to discover the problem: the arena only sends the weak "infinite streak" teams against the player when it simply cannot find an eligible team to use. That happens when the arena is told to find a 4x strength team and no such team exists at all - because the player is using a strong enough team that there is no such thing as a 4x team. So it defaults to a fallback selection. Asking the arena to look for a weaker team caused it to *succeed* at finding those teams, and never use the fallback teams that players were accustomed to seeing after establishing "infinite streak." Eliminating death matches proved to be so annoying to the players that they had to quickly reverse that change. The unintended consequences of the change were too harsh, and too difficult to remove without breaking the arenas altogether.

    [Why not just *always* send weak teams against the player, and never bother ramping up the difficulty at all? That was actually discussed, however, I will leave deducing why that was rejected as an exercise for the reader. It was a non-trivial reason though, and a good example of why what appears to be a simple problem technically first becomes a more complex technical problem in practice, then an intractable one when all of the complex technical options run into their own problems.]

    With "optimized coding and rate-limiting" you could implement a help all button. But the odds of tripping over an unintended consequence without understanding precisely how all interrelated systems and infrastructure work are extremely high. And people aren't just walking around with that knowledge in their heads.
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