How is this a “game mode”? You don’t do anything! You just sit there and stare at your phone, I appreciate trying new things but this was a miss. I’ll do it for the rewards but it feels like homework.
1000%.
This new game mode is boring and unengaging. The exact opposite of the intended goal of stepping in for the monotony of side quests.
When i saw the 20,000 Titan crystal shards, I should have known it was to good to be true. Kabam if ur going for some rogue like arcade gamemode WHY THE HELL DO I NEED ENTRY TICKETS????!!! and oh the only other wait to get them is by spending money no surprise there and I'm pretty sure that even if i play it everyday still won't be able to get the shards right? All in all this is f*ckin disgusting, to make matters worse the gameplay itself is not only **** but also bugged, pls tell me in what godamn world is human to rich taking damage from incinerate? Plus i can't even control my characters, i have no way of getting those tickets to re roll the boosts, like again with the tickets I wouldn't mind the gamemode being super grind as long as there isn't some stupid restriction like bruh wtf Kabam? All in all this is one of the shitiest if not the shitiest gamemode y'all have ever released at this point y'all aren't even tryna encourage us f2p players, ur letting ur greed blind u and it will ultimately be ur downfall just watch, and by the time u realise this, u will do everything u can to fix the situation but to no avail, u will try to fix the bugs, bring good gamemodes and realise comic accurate champions but it'll all be for naught, only then will u realise just how much u f*cked up. If u like ignore it like u always do, the problems ain't gonna disappear it's just gonna grow more and more until it'll eventually get blown out of proportion.
Absolutely the worst gameplay you guys have tried on us players. I hope everyone boycotts every aspect of this horrendously designed extremely boring gameplay.
Yeah, sorry…this is by far the worst thing that has come out of MCOC, by a long, long shot.
Main issues so far:
1. No control over characters during combat. You can’t block, or make any meaningful decisions during combat?!
2. There is a big old x and a big old refresh button at the top of the screen, which reset your progress and auto-consume an entry.
3. You tried to monetize this before it even had a chance to breathe. This makes point 1 infuriating, as you have to watch helplessly as you take constant, unavoidable damage, are unable to heal, and to revive, presumably, costs money.
Taken together, who on earth thought this would be fun, or even tolerable?
What the heck, you can’t leave after playing ever? I finished chapter one filled in my masteries and then exited because I was done playing for the moment, I went back in and no progress was saved, but my entry was taken, come on guys what are we doing here.
I wish there was a clearer outline of what the strengths and weaknesses of the four champs were. I know what the strengths and weaknesses of their regular MCOC counterparts are but I don't know how that translates into the new game mode, if at all. It seems like they will diverge in various ways as you spec into their respective masteries, but on Day 1 they all felt very samey. Especially if you, like me, initially decided to start speccing into their shared skills until I'd figured out which of them I wanted to focus on.
If I had given any feedback prior to this launching, it would have been to make the introductory story levels free of that energy requirement. I don't have any particular problem with the energy system in and of itself, but it seems like something that suits the latter mode better. I think that it might have been a good idea to let people play through the story mode unobstructed in order to give them a proper feel for and understanding of the new game mode, and then introduce the energy system after that. As it stands, it felt as if I ran into a roadblock during the prologue, which I found rather off-putting.
On the plus side, I do like the RPG opportunities when it comes to the mastery setup. I've always enjoyed tinkering with stuff like that in games, and it was something that I enjoyed tinkering with in MCOC proper back in the day before I settled on my current setup. It's fun to be able to do that again. I do wish there was a way to see how masteries progressed, though. Let's say the first points give you 2% extra crit chance. What do point 2 and 3 do? Do they each also just add 2% extra crit or are the numbers different in future tiers?
The mode also feels a bit impatient at times. The dialogue ticks along whether you've read through it or not and I think there was a timer somewhere after the fight that auto-chose one of those post-fight buffs for me when I had to put the phone away for something. I don't really understand the need for these small stressers in a solo game mode.
All in all, I'm...curious...about how this will turn out. I can see this becoming more fun once you really start building out your masteries, but the Day 1 experience was rather lacklustre.
Did my third and final round, and yeah, again…the combat is frustrating, but most issues would have been fine if the monetization wasn’t so obvious, intense and INSTANT. Even a free revive or two per day, like with raids
Oh apparently there’s a save button, seems like something really really important to point out
So the "SAVE AND EXIT" button wasn't clear enough? How much more clear do you need it?
That buttons not on the screen when you are filling out the masteries though, I did not see it before I went to the masteries screen, I filled them out and then exited out, because I thought it would be fine, others have said the same so at least I am not alone in completely missing it. I mean it tells us what a health bar is, it could also tells us to save, that’s not too much to ask when you lose your entry if you don’t save imo.
In all my years playing this game, through all of the crazy decisions and servers issues and bugs and nerf and comp packages and Zemo-gates and even the THE paragon, I have never once questioned my desire to play this game.
It's been a few hours since the newest Game Mode in MCOC, Dimensional Arcade, has opened its doors - Summoners have been bashing Doombots and Questing with their favorite Fantastic Family!
So, what’s your verdict on Dimensional Arcade? Are you vibing with the nostalgic arcade style? Interested in the Mastery system or finding those Doombot battles a bit tricky?
An important thing to note is that this is a first-time iteration of a mode like this - Meant to lean into the rogue-like elements of Idle RPGS. This won't replace any core gameplay of MCOC.
Drop all your thoughts - positive, negative, and everything in between - below. I want to hear you on how you think this new mode is shaping up in the Battlerealm so far!
Haven’t played it yet, but from what I’ve heard, it looks straight up bad
Oh apparently there’s a save button, seems like something really really important to point out
So the "SAVE AND EXIT" button wasn't clear enough? How much more clear do you need it?
That buttons not on the screen when you are filling out the masteries though, I did not see it before I went to the masteries screen, I filled them out and then exited out, because I thought it would be fine, others have said the same so at least I am not alone in completely missing it. I mean it tells us what a health bar is, it could also tells us to save, that’s not too much to ask when you lose your entry if you don’t save imo.
That's a fair point. I can see how it would be pretty easy to accidentally exit out without saving in that case, then lose your entry, and then you're screwed.
There are alot of flaws with this new game mode, for sure.
Having this mode open in another window was a terrible idea for mobile. It looks horrible and accidentally hitting the X and losing all progress is infuriating. Playing a few rounds of this makes my phone EXTREMELY hot as well.
Can you guys stop with gimmicks and put in modes that we can PLAY? What is it this month? The last thing we want from this game are modes where we don’t actually play, also it’s monetized? Are you messing with us? Is there some kabaam inside joke where you guys are putting out the most limited game modes just to see how much people are willing to pay for the sake of paying? Seriously whoever was in charge of no control arcade and mcoc poker just needs to find a new company to work for.
Comments
This new game mode is boring and unengaging. The exact opposite of the intended goal of stepping in for the monotony of side quests.
It's not loading, how did you play it?
Main issues so far:
1. No control over characters during combat. You can’t block, or make any meaningful decisions during combat?!
2. There is a big old x and a big old refresh button at the top of the screen, which reset your progress and auto-consume an entry.
3. You tried to monetize this before it even had a chance to breathe. This makes point 1 infuriating, as you have to watch helplessly as you take constant, unavoidable damage, are unable to heal, and to revive, presumably, costs money.
Taken together, who on earth thought this would be fun, or even tolerable?
my masteries and then exited because I was done playing for the moment, I went back in and no progress was saved, but my entry was taken, come on guys what are we doing here.
Unimaginative, slow, lacks any ability to engage me and hilariously comes out monetised on day one.
I'm sorry guys, huge miss from me and I'm not sure I'll play it again.
If I had given any feedback prior to this launching, it would have been to make the introductory story levels free of that energy requirement. I don't have any particular problem with the energy system in and of itself, but it seems like something that suits the latter mode better. I think that it might have been a good idea to let people play through the story mode unobstructed in order to give them a proper feel for and understanding of the new game mode, and then introduce the energy system after that. As it stands, it felt as if I ran into a roadblock during the prologue, which I found rather off-putting.
On the plus side, I do like the RPG opportunities when it comes to the mastery setup. I've always enjoyed tinkering with stuff like that in games, and it was something that I enjoyed tinkering with in MCOC proper back in the day before I settled on my current setup. It's fun to be able to do that again. I do wish there was a way to see how masteries progressed, though. Let's say the first points give you 2% extra crit chance. What do point 2 and 3 do? Do they each also just add 2% extra crit or are the numbers different in future tiers?
The mode also feels a bit impatient at times. The dialogue ticks along whether you've read through it or not and I think there was a timer somewhere after the fight that auto-chose one of those post-fight buffs for me when I had to put the phone away for something. I don't really understand the need for these small stressers in a solo game mode.
All in all, I'm...curious...about how this will turn out. I can see this becoming more fun once you really start building out your masteries, but the Day 1 experience was rather lacklustre.
How much more clear do you need it?
Until today.
I can see how it would be pretty easy to accidentally exit out without saving in that case, then lose your entry, and then you're screwed.
There are alot of flaws with this new game mode, for sure.