**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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Didt play for like 5 mouths I’m migt hav a harder timer to adapt and that.
You could even argue that Human Torch this month was easier than, say, when Emma Frost was introduced into the game in at least one aspect: we were not essentially handed a hundred practice matches with Emma when she was introduced, unlike with Human Torch where players are being given a ton of swings at him at all difficulty levels without having to plow through a long path to reach him. It is possible I've had more fights against HT than I've had against Emma in the seven months since her introduction.
The way this works in game development is you keep the rewards constant, and only change them at long intervals. You datamine the completion percentages of the recurring content, and you tweak the difficulty to try to keep the percentages roughly constant, or perhaps very slightly increasing. If the monthly content was getting harder continuously over a period of a year, the completion percentages would be dropping dramatically over time. That's almost certainly not the case, because that's not how game developers work. Difficulty is relative, and you can't predict how difficult across a million players a particular piece of content will be, but you can gauge in the long run if you're escalating difficulty too fast or too slow.
If the difficulty of the game appears to be getting significantly harder over time, the cause of that is almost certainly that the average player is getting stronger faster than you are. There will always be people above and below the progress curve. That's why the rewards level off near the top, and why the game gives away stuff at the bottom. It is so players that fall behind start seeing an easier game, and the players that race far ahead start seeing a harder game (relative to reward rates). That only happens at the far ends of the spectrum, and allows gameplay to dominate progress within a wide range in the middle.
Edited: Whats changed are the newer champs and not knowing their play style. Every path has a at least 1 counter or method to beating it.
Let's flip it the other way. Variant 2 is by far easier in comparison to Variant 1. Gives the same rewards for both. Using your logic, should they decrease.the rewards becuase others are having an easier time doing variant 2?
AQ has global nodes that help the players now. Makes it easier. Should they decrease those rewards too?
Where does it stop exactly? If you are going to point to me, feel free to tag me.
Again, if this months EQ, is easier than this months, what then? What if this is the easiest ever? EQs are varied difficulties and they havent ever said they would be exactly the same month to month.
I am in favor of updated rewards but they dont need to increase. Master and heroic have become easier as well, not more difficult. Are you in favor of lessening those rewards too?
Sure, lots of people will get stuck by the miniboss cluster. But for every month, you could say that about some aspect of the map. The question isn't if this month is difficult in a different way than previous months, but is it significantly more difficult overall. And to me, given how subjective difficulty is to judge for a single person, I would define "more difficult" to objectively be "more players fail."
When more players failed to complete AQ after the Sentinels were added, that to me meant AQ was objectively more difficult. The subjective arguments about whether the Sentinels were difficult or just boring were academic: AQ scores dropped dramatically when that change was made, and it was difficult to assign that dramatic drop to any other thing going on at the time, and it persistent for weeks which meant novelty was not the cause.
And I suspect Kabam saw that in their data, and continued to see it, and that *forced* them to downgrade the Sentinels. They theorized that those Sentinels would make AQ different, but not substantially more difficult, and the only difficulty they would introduce is novelty. I would bet their own data first proved them wrong in terms of the difficulty jumping obviously upward, and then proved them wrong again in terms of that drop in scores not being temporary (at least on a time scale of weeks) and they literally had no choice but to make a change. No amount of arguing by the players would convince Kabam they were wrong, but like most game devs they are slaves to datamining: they couldn't ignore their own data.
I don't know if more players are failing to complete Uncollected or Master mode this month than last month. But I doubt if the completion percentage for this month falls outside the completion percentage range of all Uncollected months Only Kabam would know for certain and I doubt they would share that data, but when I state that I believe "difficulty" isn't increasing dramatically overall, I'm not making a statement about how many links or nodes there are, or how strong the defenders on the map are. I'm saying if you were to chart the completion percentage for every Master and Uncollected month since Uncollected difficulty was introduced you're more likely to see a shotgun pattern than an obvious trend upward. And I think if there were an obvious trend upward in difficulty (or downward in completion percentage) in the data, Kabam would be forced to make a change to difficulty.
I didn't say it's gotten harder each month because it hasnt.
By your logic, the rewards should have been decreased because Kabam announced and intentionally made Masters easier?