**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
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A standard practice for any application development is:
Development (Make our changes here).
QA (make sure we didn't break anything obvious, quality assurance)
UAT (User Acceptance Testing make sure we didn't introduce unexpected side effects, general user impact testing).
Beta Testing (Larger pool of testing by users).
Production (Go live to everyone).
QA is where they should have caught bugs like extra nodes on maps. Visual glitches when screens change, math still works out for champs ect,.
UAT or Beta would have pointed out they missed their mark. Since, like you said, Beta was not working, then UAT needs to be more complete. Especially when touching any changes that is core to the game.
When people start yelling that this is going to do XYZ and that is bad... UAT testing needs to check that out, and if it turns out to be true which it often is, hold deployment.
This is no longer a fledgling game, it should be delivering based on better practices by now. It is a mature application offering and we should be demanding better. There is not way they are following these practices and still having the number of problems getting through. They shouldn't still be missing the mark so often, and they certainly should not still be releasing maps with extra lines anymore.
IF they are testing like they claim, then there's no excuse for many of these things which regularly occur.
This is why I can't buy that increasing the difficulty was not intended. a half decent UAT would have pointed it out right away.
This is why I believe they did know as well - working as intended in my opinion. Too many good players are leaving because of the ridiculousness of it as well which is ultimately going to hurt their bottom line which is why the "update" but I think that too much **** has gone on for too long and many paying players are going to look elsewhere. Congrats Kabam for killing a really good game. Already changed my app rating on it in apple store.
Hopefully they will feel the effects on their bottom line for a long time to come, and think things through better next time they decide to make a bad decision that the players protest immdiately as the players are the ones supporting the developers.
I'm not sure what is a more damning accusation. That Kabam did intend the difficulty to be much harder and they just went overboard, or they didn't intend the difficulty to be much harder and the developers actually can't tell the difference when they design content.
There are only two explanations for that happening that I believe are probable. One: even after the experience of the first week the average player in alliances in the bottom half of expert are still struggling as much or even more than the first week. Two: in general players are getting better but alliances above us are unable to score more points because of alliance disruptions (people quitting, players jumping between alliances, alliances dropping down, or alliances straight up disbanding). Those are not mutually exclusive, but I believe it is very likely that after two weeks with the current AQ configuration players are not adjusting to the difficulty at all. It will be interesting to see what happens in the third week given the announced changes. I'm skeptical they will have a dramatic impact: the changes are too small to return difficulty to anywhere near the original level. My best estimate is that scores rise maybe 10% relative to the previous two weeks, probably less. For reference, my best guess is that current scores are about 20% lower than they were before the change.
state your facts, prove your points and dont get derailed from obvious attempts from those who CLEARLY will NEVER see how WRONG they are.
lets see how this upcoming aq will go cause kabam is really needs to make up for aq becoming what it was for 2 weeks and KABAM NEEDS to fix the bugs in the game asap to make up for a lot of ground they have lost lately
If you're trying to imply that they're incompetent because it didn't go as planned, then that would seem damning, yes. However, it wasn't the intended outcome because it's being revised. It's not that unreasonable that something needs to be adjusted after inception. As much as people expect the proceess of QA to be more, nothing is perfect.
You're BOTH derailing the thread.
As many people have stated...either they intended it to be this difficult or they are incompetent. Your facts prove one or the other as well. Kabam Miike was firm about how it wouldn’t be harder when this was first announced. And I know for a fact he plays the game. So if it wasn’t intended it only leaves one option. So what does team kabam say about it GW?
Room for error? This is a freemium game available to everyone. It’s a business. A company. It’s full of elite employees paid to do 1 job. That’s like saying there is room for error towards a restaurant that gives you food poisoning because their food checks went done properly. Smh.
And yes there can still be room for error as long as errors aren’t a daily trend. A restaurant would be shut down if they were constantly giving people food posioning. The only aspect that keeps mobile gaming companies in check is the people that play the game. Error after error after wrong doing can only stir up more and more hostility. As the proof in the pudding is simple. So many errors intended or not can only leave one more option on the table to describe the developers of the game, that we all love to play. 💕
Hold on a second I’m taken back by your not so sincere apology...
Putting words down that I didn’t say. I said they make errors, daily.
its on kabam to make it right not us. the changes they NOW made for AQ seem good to help fix their mistakes so its a start.
BUT the next thing they NEED to focus on is FIXING THESE UGLY BUGS IN THE GAME like for example my blocks dropping, double dashing back not working, evading out of the first hit of a special 1 or 2 and lag and controls misfiring. THIS is what we need to keep pointing to kabam to fix.
stop wasting time on who said this and who said that. arGuing With the nameless is ineffective and i dont want 48 pages worth of complaints to be closed because of derailing by an obvious and oblivious
dude just stop youre gonna get this thread closed. theres no point in debating with those who dont understand how a debate works.
im gonna advise to just disagree with this person and move on. trust me. we are allowed to disagree is all.
Synergies were always supposed to work in war, with the emphasis placed on diversity, many ranked according to this while kabam never issued a statement regarding synergies.
May be off topic but it goes to show how in touch they are with the player base.
The lack of compensation for this failed experiment speaks volumes about how much they value their paying customers.
TL:DR - I don't spend my energy on the Forum petitioning against the company.
If Kabam truly didn’t expect the content to be harder (and that’s giving them the huge benefit of the doubt) then it’s worrying that they didn’t realise the impact these changes would have.
Back on topic, my opinion on Sentinels: they still are harder than symbiods, beggining with the fact they are immune to poison and bleed. I used to use Wolverine, Gwenpool and Voodoo...
i use(d) 5* r4 x23, 4* r5 hulk and 4* r5 voodoo all days on map 5 having issues playing, always the network connection message and lagging, did map 5 with the new update could not finish the entire map. i play the game to play the champs and rank them up, because kabam wants us, im assuming, to play the game this way and take years to progress.