State Of Game (my opinion)
ChaosMax1012
Member Posts: 3,129 ★★★★★
Initially I’d like to say that i have been a devout follower of this game since 2017, and have seen its highs and low’s. This isn’t a post meant to be bashful or trash on the Kabam team, but rather give feedback i personally think would improve this games experience for all players based off aspects of the game i deem most relevant and enjoyable.
ALLIANCE WAR: This has been an important part of my experience ever since i picked it up. It is ever changing with new metas, new strategies and new attackers to be ranked, new defenders to be looking out for, new assignments, and even new maps as you progress through the tiers. What makes this mode most enjoyable is the team aspect, where every member of the alliance works in unison to try to get the advantage in beating the other team. My only complaint for war is not even the rewards, but rather the bugs that have existed over the years, as well as AI shifts impacting how defenders hold specials during power gain, bait special intercepts/medium intercepts on dash ins, bait parries when they stand idly and the summoner dashes in, etc. Some specific examples of bugs are when loading into a fight, sometimes the game will crash out and cost not only a bonus, but half your life as insult to injury for something uncontrollable for what is meant to be a skilled based gamemode. More recently, there has been some instances where the opponent holds block for an infinite amount of time until they are able to punish you on reaction (i have a video but dont know how to send it here, think i saw another post showing the exact same issue via video). Now not saying that rewards do not feel underwhelming for lower tiers, but I appreciate that this system for ranked rewards have always been progressive towards how well your alliance works together, rewarding the most skilled teams significantly more for Platinum+ players. To make the gamemode more enjoyable, these bugs and AI changes have definitely got to go above any other change in my opinion, it’s been persisting for far too long and costed too many players too many resources on health potions and attack bonuses.
ALLIANCE QUEST: I personally hate this gamemode with a passion, but that’s just because of its length and time constraints not being reasonably manageable for someone like me pressed for time. I do enjoy how leadership has control over the AQ schedule to help address this issue by choosing which days AQ will be running, but i feel like over time AQ becomes unenjoyable and feels more like a chore. During the early days of when i played AQ back in 2018-19, i primarily played AQ as the glory store was legitimately the only way to expedite the process of ranking up champions for every progression level. Now there’s the traders outpost (not a great example but offers rank up mats), and the battlegrounds store. The issue with the glory store, and im sure many players will agree, is the progressive cost of resources each time you make a purchase, making the glory store significantly more costly for an already limited resource. The battlegrounds store has essentially everything the glory store offers with more manageable costs. Now this comparison is being made more so to highlight the enjoyability of AQ, as you can play a more enjoyable gamemode such as Battlegrounds to get these same rewards at a faster pace. I understand having the glory store available on top of that expands your options on how you want to use your resources, but i primarily wish to highlight the difference in effort and times spent in both gamemodes, and how Battlegrounds exceeds in having a higher reward payout with less time spent, opposite of AQ. My definition of enjoyability in the context of this game is being able to play a gamemode where skill, time, and rewards all align to be reasonable for players to manage. Personally, i love Raids due to the week long timeframe available to give players time to advance when its convenient instead of pressing players for time, while also managing to reward efforts with a rather unique reward system in the context of this game with randomized chests (despite if you only pull t6cc frags like me lol). With this in mind, i would take inspiration from how raids operate and implement a similar system into AQ to add to the excitement, with a similar, maybe ambitious idea in mind to reward the players that consistently play the gamemode in a more manageable timeframe. Changing the time frame from being a 24 hour event over 5 days could perhaps be changed to mimic raids and persist as a 5 day event. Obviously with the current maps, this would be overkill, cost much less resources to clear, and reward players for 4 days worth of work less. Thats why i believe the maps should also change to be more challenging with a similar format Raids have in terms of mini bosses, where players will need the help of others in order to gain fervor to take down a mini boss. An alternative which i would prefer would be to return linked nodes as a response to this change, making mini bosses more difficult for players trying to complete the map alone. I suggest these concepts in order to add a better team aspect in AQ, adding new challenges to be overcome by working with one another. Now this next idea will not be explained thoroughly as i could go on about it, but essentially i would like to see a system where all lanes have loot boxes, taking direct inspiration from Raids with randomized loot (potentially offering raid tickets since those are in high demand) in all 3 sections of the AQ map. Since there are 3 sections of the AQ map, i feel as though locking section 2 for the second day, and section 3 for the third day could act as qualifying days to join AQ for people joining new alliances before finally locking the AQ week down for newer members. Ultimately, i want to see a new concept, a reimagined version of AQ where teamwork is vital, additional randomized rewards to reignite the excitement, and a longer timeframe to work with to make the gamemode more manageable for all players.
(I’m out of time but i will continue to delve into other aspects in a comment once i do have more time, if players/the kabam team would like to hear it.)
As a closing statement for this initial comment, i want to highlight that i love the direction this game is taking, and adore the efforts and commitment from the Kabam team that i have been seeing more recently. You can say whatever you want, but the Kabam Team for me went from zero to hero over these few years with much more exciting content being released, carinas, AOA seasonal events, ascensions and relics (i thought were going to be a bust), and so much more. I am only stating what i think would improve the experience for the entirety of the playerbase, zooming more into the concepts and designs of the game itself and how certain gamemodes could potentially be more enjoyable. @Kabam Crashed in particular inspired me to make this post, showing transparency and insight as opposed to gatekeeping information from the players in order for us, the community, to get a better understanding of the thought process behind these events, and the planning years in advance that goes into it.
TLDR; Minimize bugs and AI changes to improve quality of the game, and make AQ more manageable with a longer timeframe, and more immersive/enjoyable with a similar system to raids via lootboxes/mini bosses with fervor or linked nodes.
ALLIANCE WAR: This has been an important part of my experience ever since i picked it up. It is ever changing with new metas, new strategies and new attackers to be ranked, new defenders to be looking out for, new assignments, and even new maps as you progress through the tiers. What makes this mode most enjoyable is the team aspect, where every member of the alliance works in unison to try to get the advantage in beating the other team. My only complaint for war is not even the rewards, but rather the bugs that have existed over the years, as well as AI shifts impacting how defenders hold specials during power gain, bait special intercepts/medium intercepts on dash ins, bait parries when they stand idly and the summoner dashes in, etc. Some specific examples of bugs are when loading into a fight, sometimes the game will crash out and cost not only a bonus, but half your life as insult to injury for something uncontrollable for what is meant to be a skilled based gamemode. More recently, there has been some instances where the opponent holds block for an infinite amount of time until they are able to punish you on reaction (i have a video but dont know how to send it here, think i saw another post showing the exact same issue via video). Now not saying that rewards do not feel underwhelming for lower tiers, but I appreciate that this system for ranked rewards have always been progressive towards how well your alliance works together, rewarding the most skilled teams significantly more for Platinum+ players. To make the gamemode more enjoyable, these bugs and AI changes have definitely got to go above any other change in my opinion, it’s been persisting for far too long and costed too many players too many resources on health potions and attack bonuses.
ALLIANCE QUEST: I personally hate this gamemode with a passion, but that’s just because of its length and time constraints not being reasonably manageable for someone like me pressed for time. I do enjoy how leadership has control over the AQ schedule to help address this issue by choosing which days AQ will be running, but i feel like over time AQ becomes unenjoyable and feels more like a chore. During the early days of when i played AQ back in 2018-19, i primarily played AQ as the glory store was legitimately the only way to expedite the process of ranking up champions for every progression level. Now there’s the traders outpost (not a great example but offers rank up mats), and the battlegrounds store. The issue with the glory store, and im sure many players will agree, is the progressive cost of resources each time you make a purchase, making the glory store significantly more costly for an already limited resource. The battlegrounds store has essentially everything the glory store offers with more manageable costs. Now this comparison is being made more so to highlight the enjoyability of AQ, as you can play a more enjoyable gamemode such as Battlegrounds to get these same rewards at a faster pace. I understand having the glory store available on top of that expands your options on how you want to use your resources, but i primarily wish to highlight the difference in effort and times spent in both gamemodes, and how Battlegrounds exceeds in having a higher reward payout with less time spent, opposite of AQ. My definition of enjoyability in the context of this game is being able to play a gamemode where skill, time, and rewards all align to be reasonable for players to manage. Personally, i love Raids due to the week long timeframe available to give players time to advance when its convenient instead of pressing players for time, while also managing to reward efforts with a rather unique reward system in the context of this game with randomized chests (despite if you only pull t6cc frags like me lol). With this in mind, i would take inspiration from how raids operate and implement a similar system into AQ to add to the excitement, with a similar, maybe ambitious idea in mind to reward the players that consistently play the gamemode in a more manageable timeframe. Changing the time frame from being a 24 hour event over 5 days could perhaps be changed to mimic raids and persist as a 5 day event. Obviously with the current maps, this would be overkill, cost much less resources to clear, and reward players for 4 days worth of work less. Thats why i believe the maps should also change to be more challenging with a similar format Raids have in terms of mini bosses, where players will need the help of others in order to gain fervor to take down a mini boss. An alternative which i would prefer would be to return linked nodes as a response to this change, making mini bosses more difficult for players trying to complete the map alone. I suggest these concepts in order to add a better team aspect in AQ, adding new challenges to be overcome by working with one another. Now this next idea will not be explained thoroughly as i could go on about it, but essentially i would like to see a system where all lanes have loot boxes, taking direct inspiration from Raids with randomized loot (potentially offering raid tickets since those are in high demand) in all 3 sections of the AQ map. Since there are 3 sections of the AQ map, i feel as though locking section 2 for the second day, and section 3 for the third day could act as qualifying days to join AQ for people joining new alliances before finally locking the AQ week down for newer members. Ultimately, i want to see a new concept, a reimagined version of AQ where teamwork is vital, additional randomized rewards to reignite the excitement, and a longer timeframe to work with to make the gamemode more manageable for all players.
(I’m out of time but i will continue to delve into other aspects in a comment once i do have more time, if players/the kabam team would like to hear it.)
As a closing statement for this initial comment, i want to highlight that i love the direction this game is taking, and adore the efforts and commitment from the Kabam team that i have been seeing more recently. You can say whatever you want, but the Kabam Team for me went from zero to hero over these few years with much more exciting content being released, carinas, AOA seasonal events, ascensions and relics (i thought were going to be a bust), and so much more. I am only stating what i think would improve the experience for the entirety of the playerbase, zooming more into the concepts and designs of the game itself and how certain gamemodes could potentially be more enjoyable. @Kabam Crashed in particular inspired me to make this post, showing transparency and insight as opposed to gatekeeping information from the players in order for us, the community, to get a better understanding of the thought process behind these events, and the planning years in advance that goes into it.
TLDR; Minimize bugs and AI changes to improve quality of the game, and make AQ more manageable with a longer timeframe, and more immersive/enjoyable with a similar system to raids via lootboxes/mini bosses with fervor or linked nodes.
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