V1PER1987 wrote: » Antman, Rhino, and Hulkbuster. Unless they’re planning. On buffing them soon along with Mag there’ll be a lot of rage quitting
DNA3000 wrote: » V1PER1987 wrote: » Antman, Rhino, and Hulkbuster. Unless they’re planning. On buffing them soon along with Mag there’ll be a lot of rage quitting Maybe if a crystal contains an option that is so unacceptable that you'd quit if you got it, that's not a crystal you're supposed to buy. Resource management is a part of the game players have to accept, and that includes making strategic decisions on which crystals to buy with shards.
V1PER1987 wrote: » DNA3000 wrote: » V1PER1987 wrote: » Antman, Rhino, and Hulkbuster. Unless they’re planning. On buffing them soon along with Mag there’ll be a lot of rage quitting Maybe if a crystal contains an option that is so unacceptable that you'd quit if you got it, that's not a crystal you're supposed to buy. Resource management is a part of the game players have to accept, and that includes making strategic decisions on which crystals to buy with shards. There’s only 2 crystals you can buy with 6* shards, a basic or featured. Eventually those champs will migrate into the basic and you’ll pretty much have no choice but to open a basic or take a shot at the newest featured pool which will probably be IP, She Hulk, Colossus, and DD Flix. So how would you advise proper “resource management”? Wait until the game dies and you don’t get the disappointment? Sounding better by the day.
DNA3000 wrote: » V1PER1987 wrote: » DNA3000 wrote: » V1PER1987 wrote: » Antman, Rhino, and Hulkbuster. Unless they’re planning. On buffing them soon along with Mag there’ll be a lot of rage quitting Maybe if a crystal contains an option that is so unacceptable that you'd quit if you got it, that's not a crystal you're supposed to buy. Resource management is a part of the game players have to accept, and that includes making strategic decisions on which crystals to buy with shards. There’s only 2 crystals you can buy with 6* shards, a basic or featured. Eventually those champs will migrate into the basic and you’ll pretty much have no choice but to open a basic or take a shot at the newest featured pool which will probably be IP, She Hulk, Colossus, and DD Flix. So how would you advise proper “resource management”? Wait until the game dies and you don’t get the disappointment? Sounding better by the day. To put it bluntly, yes. If all available options are so horrible to you personally that you would quit the game if you ever pulled any of them, I would advise finding something else to play. I mean that literally. That's not a problem with the game, and it is not something the game is going to change just for you. It means this game is not for you. I wouldn't subject myself to that sort of thing if they paid me to play the game, much less do it for free. For everyone else, I would advise going for the option with the best overall gain, or alternatively the one with the least worst case scenario, whichever one is more psychologically palatable.
V1PER1987 wrote: » The problem is they know what champions are trash and seldom used except in arena, yet they continue to flood crystals that can take 4 months to achieve with it. I don’t see why they don’t just add another option like a 30k or 50k crystal that guarantees good champs.
DNA3000 wrote: » V1PER1987 wrote: » The problem is they know what champions are trash and seldom used except in arena, yet they continue to flood crystals that can take 4 months to achieve with it. I don’t see why they don’t just add another option like a 30k or 50k crystal that guarantees good champs. Setting aside the question which champs are the good verses bad ones, the simple fact is that games that give players rewards they *don't* have control over end up retaining players better than games that do give players control over what they get. The more control you give players, the more they exercise that control to try to optimize getting their first choice, and then second choice, and then third choice rewards. The more they have a lot of their top choice rewards, the more their game play becomes about getting their lesser choice rewards, and that's a diminishing engagement proposition. Basically, the more random the rewards are, the more players continue to have something to pursue over longer periods of time. If you've ever been to Japan and seen those literal walls of gatchapon machines, you've seen this principle in action. Now, getting back to the "good" vs "bad" champions. They do in fact know which champions are used more and less through datamining. But I think you're assuming that what you or I believe the "good" champs are, are in fact the same ones that ever single one of the millions of players that play this game agree on. That's guaranteed not to be true. Different players disagree on which champs are more useful. Many players don't even *pursue* the champs that are the most useful, but rather which ones are the ones they like playing the best, or like looking at the best, or were their childhood favorite. Every player values something different. If the game even tried to engineer the reward system to favor the "good one" that would only be true for a subset of the population. The game designers don't want that to happen. They almost certainly datamine which champs are used by which players in different subgroups, and the crystals contain scatterings of champs across all those players. If you care about performance, you aren't going to be pursuing Hulkbuster, I think we can all agree. But that doesn't mean there aren't lots of players who we never hear from that do in fact pursue Hulkbuster for whatever reason. The game has to have something for them as well. These crystals almost certainly include different champs that are appealing to different subgroups of players, and that means many or most won't be appealing to players from other groups. For a game designer, this is a double-win. You're more likely to have at least something that is appealing for a wide range of players, and yet you're also more likely to have every opening contain only a moderate random chance of having something high on an individual players priority list. The bottom line is that game developers do all of this because it works. Because games that do this attract and retain more players for longer, and games that don't, don't. We players *say* we don't like this, but we only support games that do. We burn through games that give us what we want quickly, then abandon them. We are the evolutionary pressure that creates these games, and so long as we continue to do so, that's how games will continue to evolve towards.
V1PER1987 wrote: » If Kabam were to release a Marvelous Crystal instead of a regular 5* Heroic Crystal for completing Champion Clash, do you think it would be game breaking?
GroundedWisdom wrote: » To be honest, I see at least 17 Champs I could put to good use. Those odds aren't bad.