I agree...and it all began with the first legends...had they been willing to grow champs big enough to complete rol rather than buy their way through it at a level when they really weren't ready, kabam, wouldn't have seen dollar signs in every little item in the game. They immediately began modeling eveything after rol, making it so it either takes patience...or odins to get through. They count on most of us not having patience...well i have and its paying off...but far too slow...i refuse to use units for revives and restores...i use them for the energy i dont get from a "help" button...and for occassional cat offers...
Guys it's pointless having a discussion with the OP. He wants to play solo, which is fine, but wants to moan about not getting rewards found mainly from alliance play. If some rewards like t4cc and glory are mainly found in certain game modes and he refuses to take part in said game modes, then what does he expect?
Playing AW helps expand one's roster, and playing AQ strengthens one's roster. That is the purpose of alliance play. If one didn't need AW and AQ to expand and strengthen a roster, then what's the point of even being in an alliance? Alliance play isn't for everyone, but he shouldn't begrudge players who take part in alliance events and reap the rewards while he refuses to be part of an alliance and hence miss out on said rewards.
The game is designed in a certain way. If he chooses to play the game his way, the game will reward him in its own way.
Why not join a retirement alliance? No donation, no pressure for completion or participation. Go about your business as you normally do, but get the free perk of Alliance rewards. As others have mentioned before. If you want to progress faster (gaining them T4CC) you will need to join an alliance, otherwise it will take forever. Our alliance is very laid back, but still in the few months I have been part of it I went from 1 4* R5 to 10, and rating of 80k to 250k.
The t4 basic shards became available on a daily basis, I don't see why the same can't be done for t4 class since it's value went down as well. Besides acts,monthly events, challenges, arenas are all solo events that can give out t4c, seems logical to increase their availability further now that endgame focus shifted to t2a and t5b.
I'm a solo player.. It's a lot easier to get T4CC now.. You're guaranteed a whole one each month (Uncollected).. The shards all add up eventually.. Agreed solo players miss out on a lot of these new alli events.. The rewards are tempting.. But it's a sacrifice we choose to make by playing solo.. Can't really start complaining about it when we put ourselves in the position..
Why shouldn it be any harder than AQ Expert, Uncollected Monthly.
I wouldn’t award 3 Crystals a day like it’s done in AQ with complete exploration, but some system that awarded at least 1 crystal of varying levels wouldn’t be too much to ask for.
Alliance play isn’t for everyone and there should be a place in the game for solo progression.
Yes it is all my own fault that the people who designed this game didn't have the foresight to plan for their growth and developement and have been doing it on the fly. It is my fault they do not have a sense of balance or proportion, it is my fault the game is about spending (one way or another) or shaping your life, time and world around kabams timers...for a game...i will pass on both...
And let me say that all the t4c sources pointed out are valid options for obtaining 6...a handful more...but that is a one time shot..a sudden massive shot of growth and then...as a solo player, back to playing for shards and that bs t4c arena...no consistant source or opportunity to obtain full t4 after having completed the listed one time quests...
And this began and should have been fixed at the start of the 5 star release. For the better part of 2 years the top tier was the only group getting t4. Right then they should have found ways to work it in at lower levels with the top getting more not all of the t4s as they played it you had a group with rocket speed growth and the rest crawling along...so far ahead they had to create 6 stars to keep them playing and paying...
@Rap People were still getting map crystals and as such getting shards towards t4cc.
I agree they should bring the t4c daily class quest back and make it permanent. Albeit when they do run it I never do it because I dont think it worth the effort with the low amount of shards you get. Would probably take a year to form one t4c that way. I find map crystals to be more effective as well as glory.
What I find more interesting is your refusal to join an alliance. There is plenty of alliances running map 3 (which is Free) that are extremely laid back and dont push for activity. You seem to have plenty of free time since you have 1200+ posts in this forum alone. If you are anti-social you can join an alliance and not talk to people.
What reason do you have for being against alliance when its clearly part of this game?
Are you trying to make a point? Making yourself a martyr for solo players?
Additionally if you didnt spend a single unit for act 4, or any content for that matter, then you must have a huge stockpile of units. What are you using them on?
Do you blow your units on crystals? Some would argue that spending the units to complete harder content (and get t4c *cough cough*) might be a wiser use of them.
Indeed it does favor the pack, but the pack is too large. The game is way to punitive for individual players inside 30 member alliances. Spend Gold, Battle Chips, and loyalty for a Map and you won’t get a crystal if people don’t do their part to complete the Map.
If you don’t spend for the Map then the rewards are truly pathetic, Map 2 gives out Level 1 Alliance potions. Map 3 gives out 175 T4 Catalyst frags. The Beginners Tier doesn’t even award T4B frags, it gives 10k gold.
The game pushes players into alliances but the disparity between the alliances is vast. Most alliances have no idea, not a single clue how to play the game or how to score in the game, yet there is no reasonable way forward in the game outside of alliance play.
There are map 3 alliances out there that clear their maps every time. I was in one of those for my first year. It won’t give you t4cc rapidly, true, but more so than going alone. Also keep in mind that whole t4cc can be pulled from map 3 crystals. I got several of them that way.
So solo and loosly related alliances without fanatical commitment get nowhere...i started in one like that 22 players and i and one other guy carried them to a bunch of alliance event rewards...bums got a bunch of 2 star hulk busters and 2 star black widows because of the two of us. We left together to one of the top multi tier alliances...they took me first and i told them they had to take him if they wanted me...he ended up being a star player till he burned out.
Essentially yes. The game is structured so that you either join an active alliance or stagnate. I’m not saying it’s right or wrong but that’s the way it’s always been.
I don't understand why they don't simply add the T4CC shards to the daily quests. It's not like farming for T3CC is much of a challenge rather than a complete burden. Sitting on a ton of characters that you cannot advance in a timely manner makes most people fall into a complete funk with this game.
I also keep grabbing an alpha that is where my units have gone here recently for a couple of unusually reasonable packages followed by stupidity...and the arena...
The only argument against solo t4c events is that it will somehow devalue alliances which is nonsense considering season rewards at least and the fact that it's not the rarest resource anymore with even t1as being a more sought after resource at this point.
It is actually *the* argument against that sort of thing. Or rather, more precisely the converse is the argument for high end alliance rewards exclusive to alliances.
It is worth asking yourself why almost *every* MMO puts a lot of high end rewards exclusively or nearly exclusively in the hands of guilds. It is because guilds increase player retention: people in guilds are statistically more likely to remain playing longer. That gives game developers a specific reason to incentivize participating in guilds. The easier it is to advance outside of guilds, the more diluted the incentives are to participate in them.
If you want to convince a game developer to specifically dilute one of the primary ways they incentivize long term player retention, you're going to have to come up with a way to convince them that it won't be harmful to player retention. Good luck with that, its a virtually impossible hurdle to overcome.
Kabam does a horrid job of progressing their different player levels, and simply cater to the current big spenders when it comes to the resources to quickly advance your champions. The only way around it is to become a big spender yourself or play this game 24/7. Moving players up the level of commitment is certainly not one of their strengths, or even something that they try to do. The outlook of the company's decisions are very much based in the short-term, and we could be talking about a game that doesn't exist in another year or two, given the current pace and inevitable burnout/retirement of many big spenders. The gap between the regular player and the big spenders grow immensely every single day, and that is a recipe for disaster when talking about a long-term business plan.
Pretty much none of these statements are true. For all their faults, Kabam has managed the game through three years of high revenue and player growth, and there's plentiful evidence that they've managed player progression curves well over that time. Players joining now progress significantly faster than in the past, achievement is quicker, and you can do more without spending than you could at any time in the past. There are examples of veteran players reaching the highest levels of achievement without spending a cent and there are examples of players starting accounts recently and putting in only a relatively moderate amount of time and making strong progress.
The only thing that really costs money in this game is impatience: if you want to go faster than the time you want to put into the game will take you, then that will cost you money. That is the absolute best you can hope for in a free to play game. In fact, one of the biggest things people slam Kabam for is actually a blessing in disguise: people keep complaining that Kabam doesn't offer great value in their cash offers. That's *exactly* what you want in a well-balanced F2P game: the people spending a lot of money get less for that cash than they would have gotten if those big cash offers had tremendous value. When a game puts exceptionally good value into cash offers, the game becomes pay to win - because the value in those offers is so good anyone who doesn't buy them gets quickly left behind. In this game as in every game, the super spenders can buy their way to very high progress levels, but anything short of that and the spending only gets you moderately far ahead of people just playing the game. High cost for low value is what keeps most spenders much closer to the rest of the player base than you'd expect.
Kabam does lots of things wrong, but the irrational hatred many players express for them blinds them to the difference between what they do wrong and what they do right that just looks bad.
Kabam does a horrid job of progressing their different player levels, and simply cater to the current big spenders when it comes to the resources to quickly advance your champions. The only way around it is to become a big spender yourself or play this game 24/7. Moving players up the level of commitment is certainly not one of their strengths, or even something that they try to do. The outlook of the company's decisions are very much based in the short-term, and we could be talking about a game that doesn't exist in another year or two, given the current pace and inevitable burnout/retirement of many big spenders. The gap between the regular player and the big spenders grow immensely every single day, and that is a recipe for disaster when talking about a long-term business plan.
Pretty much none of these statements are true. For all their faults, Kabam has managed the game through three years of high revenue and player growth, and there's plentiful evidence that they've managed player progression curves well over that time. Players joining now progress significantly faster than in the past, achievement is quicker, and you can do more without spending than you could at any time in the past. There are examples of veteran players reaching the highest levels of achievement without spending a cent and there are examples of players starting accounts recently and putting in only a relatively moderate amount of time and making strong progress.
The only thing that really costs money in this game is impatience: if you want to go faster than the time you want to put into the game will take you, then that will cost you money. That is the absolute best you can hope for in a free to play game. In fact, one of the biggest things people slam Kabam for is actually a blessing in disguise: people keep complaining that Kabam doesn't offer great value in their cash offers. That's *exactly* what you want in a well-balanced F2P game: the people spending a lot of money get less for that cash than they would have gotten if those big cash offers had tremendous value. When a game puts exceptionally good value into cash offers, the game becomes pay to win - because the value in those offers is so good anyone who doesn't buy them gets quickly left behind. In this game as in every game, the super spenders can buy their way to very high progress levels, but anything short of that and the spending only gets you moderately far ahead of people just playing the game. High cost for low value is what keeps most spenders much closer to the rest of the player base than you'd expect.
Kabam does lots of things wrong, but the irrational hatred many players express for them blinds them to the difference between what they do wrong and what they do right that just looks bad.
A bunch of word salad
He leaves out how moderate solo progression can enhance the alliances and jumps straight to assuming that solo progression would be equal to the progression of 30 member alliance.
People doing Map 3 and getting less T4CC shards from a crystal than if they sold a t3cc or t3b. Let that sink in for a second.
Always quick to say in other games, xyz. Well in other games there would be players dedicated to gathering specific resources for the guild, and different players would be required to do different things not so here. It’s every crystal for him/herself.
This is a fighting game, not Destiny, World of Warcraft Star Wars Galaxies or any other resource gathering MMO. It’s closer to Street Fighter than any of those.
This game is successful in spite of itself, the community for the most part tries to offer up suggestions to improve the playability of the game in hopes of extending its longevity.
Comments
Playing AW helps expand one's roster, and playing AQ strengthens one's roster. That is the purpose of alliance play. If one didn't need AW and AQ to expand and strengthen a roster, then what's the point of even being in an alliance? Alliance play isn't for everyone, but he shouldn't begrudge players who take part in alliance events and reap the rewards while he refuses to be part of an alliance and hence miss out on said rewards.
The game is designed in a certain way. If he chooses to play the game his way, the game will reward him in its own way.
Some of us are trying to sound the alarm
Why shouldn it be any harder than AQ Expert, Uncollected Monthly.
I wouldn’t award 3 Crystals a day like it’s done in AQ with complete exploration, but some system that awarded at least 1 crystal of varying levels wouldn’t be too much to ask for.
Alliance play isn’t for everyone and there should be a place in the game for solo progression.
Well this the company that thinks a reward for 10 people completing Map 5 should be 5% of one T4CC
I agree they should bring the t4c daily class quest back and make it permanent. Albeit when they do run it I never do it because I dont think it worth the effort with the low amount of shards you get. Would probably take a year to form one t4c that way. I find map crystals to be more effective as well as glory.
What I find more interesting is your refusal to join an alliance. There is plenty of alliances running map 3 (which is Free) that are extremely laid back and dont push for activity. You seem to have plenty of free time since you have 1200+ posts in this forum alone. If you are anti-social you can join an alliance and not talk to people.
What reason do you have for being against alliance when its clearly part of this game?
Are you trying to make a point? Making yourself a martyr for solo players?
Additionally if you didnt spend a single unit for act 4, or any content for that matter, then you must have a huge stockpile of units. What are you using them on?
Do you blow your units on crystals? Some would argue that spending the units to complete harder content (and get t4c *cough cough*) might be a wiser use of them.
Indeed it does favor the pack, but the pack is too large. The game is way to punitive for individual players inside 30 member alliances. Spend Gold, Battle Chips, and loyalty for a Map and you won’t get a crystal if people don’t do their part to complete the Map.
If you don’t spend for the Map then the rewards are truly pathetic, Map 2 gives out Level 1 Alliance potions. Map 3 gives out 175 T4 Catalyst frags. The Beginners Tier doesn’t even award T4B frags, it gives 10k gold.
The game pushes players into alliances but the disparity between the alliances is vast. Most alliances have no idea, not a single clue how to play the game or how to score in the game, yet there is no reasonable way forward in the game outside of alliance play.
It is actually *the* argument against that sort of thing. Or rather, more precisely the converse is the argument for high end alliance rewards exclusive to alliances.
It is worth asking yourself why almost *every* MMO puts a lot of high end rewards exclusively or nearly exclusively in the hands of guilds. It is because guilds increase player retention: people in guilds are statistically more likely to remain playing longer. That gives game developers a specific reason to incentivize participating in guilds. The easier it is to advance outside of guilds, the more diluted the incentives are to participate in them.
If you want to convince a game developer to specifically dilute one of the primary ways they incentivize long term player retention, you're going to have to come up with a way to convince them that it won't be harmful to player retention. Good luck with that, its a virtually impossible hurdle to overcome.
Pretty much none of these statements are true. For all their faults, Kabam has managed the game through three years of high revenue and player growth, and there's plentiful evidence that they've managed player progression curves well over that time. Players joining now progress significantly faster than in the past, achievement is quicker, and you can do more without spending than you could at any time in the past. There are examples of veteran players reaching the highest levels of achievement without spending a cent and there are examples of players starting accounts recently and putting in only a relatively moderate amount of time and making strong progress.
The only thing that really costs money in this game is impatience: if you want to go faster than the time you want to put into the game will take you, then that will cost you money. That is the absolute best you can hope for in a free to play game. In fact, one of the biggest things people slam Kabam for is actually a blessing in disguise: people keep complaining that Kabam doesn't offer great value in their cash offers. That's *exactly* what you want in a well-balanced F2P game: the people spending a lot of money get less for that cash than they would have gotten if those big cash offers had tremendous value. When a game puts exceptionally good value into cash offers, the game becomes pay to win - because the value in those offers is so good anyone who doesn't buy them gets quickly left behind. In this game as in every game, the super spenders can buy their way to very high progress levels, but anything short of that and the spending only gets you moderately far ahead of people just playing the game. High cost for low value is what keeps most spenders much closer to the rest of the player base than you'd expect.
Kabam does lots of things wrong, but the irrational hatred many players express for them blinds them to the difference between what they do wrong and what they do right that just looks bad.
A bunch of word salad
He leaves out how moderate solo progression can enhance the alliances and jumps straight to assuming that solo progression would be equal to the progression of 30 member alliance.
People doing Map 3 and getting less T4CC shards from a crystal than if they sold a t3cc or t3b. Let that sink in for a second.
Always quick to say in other games, xyz. Well in other games there would be players dedicated to gathering specific resources for the guild, and different players would be required to do different things not so here. It’s every crystal for him/herself.
This is a fighting game, not Destiny, World of Warcraft Star Wars Galaxies or any other resource gathering MMO. It’s closer to Street Fighter than any of those.
This game is successful in spite of itself, the community for the most part tries to offer up suggestions to improve the playability of the game in hopes of extending its longevity.