I probably said it wrong in my 1st statement, my apologies. Roster Size... Champion collection... however you put it, is a form of progression, but it’s a progression that is mostly based on Cavalier Crystals & GMC’s when it comes to the endgame of MCOC. I actually get most of my 5* champs from arena grinding, not either of those two sources. And one more thing... This game is first and foremost a champion collecting game. All of the fighting elements of it are ways to value champions. This statement is 100% false. This game is first & foremost a fighting game, NOT a collection game. Not sure where you got that strange idea, but it’s advertised as a fighting game, talked about as a fighting game... & widely known as a fighting game. Even Wikipedia classes it as a fighting game...Collecting Champions is an element within this “Fighting Game” that many people enjoy... but it’s definitely not what the game is all about. I'm commenting on the game as it is designed and implemented, not how it is marketed. It is obviously a progressional game as that term is used in the games industry, but it isn't marketed as such because almost no progressional game is marketed as such. That doesn't change how the game itself works. If you think this game is designed and implemented as a fighting game that just happens to have some champion collecting in it, almost every design or monetization decision Kabam makes will seem mystifying to you.How a game is designed and implemented, and how it is "skinned" and marketed are two completely different things. Take Arkham Asylum for example. Is that game in the same genre as Dance Dance Revolution, a rhythm dance game? Of course not. Except, under the hood, that's how it was originally conceived and designed. How the mechanics work and how they are presented to the player are different. Similarly, how the priorities of content creation and monetization work for a game and how the game is marketed to players doesn't have to be the same.But if you believe authoritative sources above the game development, then here's how Kabam itself presents the game on its own website: https://playcontestofchampions.com/The page highlights three things: building alliances of players to challenge other alliances, creating teams of champions, and collecting Marvel champions. Some of those things implicitly refer to combat, but the actual combat of the game is not highlighted on MCOC's landing page. But aside from all of the Advertising & what the Devs claim the game to be, this game is far from Collection Oriented. Even when people do want collect champs, it’s almost always only to help progress in they’re fighting. When the “Blade era” was around, people didn’t want him to simply collect him, they wanted to fight with him & win. Blade was (& still is) a powerful weapon within the contest... as are many Champions, & that’s why people want them. Not just for a collection, but as a piece of utility to help them fight within the contest. That’s like saying a Gladiator doesn’t want to swords to fight, but swords to collect. Or a Cowboy wants pistols to collect, & not shoot. It’s absurd. Why do you think players don’t want Champions like Colossus, Kamala, IP, DPXF & many others? Do they not make good collectibles? 😂. No, it’s because this game is about fighting, not collecting... & those champs are terrible for fighting with.
I probably said it wrong in my 1st statement, my apologies. Roster Size... Champion collection... however you put it, is a form of progression, but it’s a progression that is mostly based on Cavalier Crystals & GMC’s when it comes to the endgame of MCOC. I actually get most of my 5* champs from arena grinding, not either of those two sources. And one more thing... This game is first and foremost a champion collecting game. All of the fighting elements of it are ways to value champions. This statement is 100% false. This game is first & foremost a fighting game, NOT a collection game. Not sure where you got that strange idea, but it’s advertised as a fighting game, talked about as a fighting game... & widely known as a fighting game. Even Wikipedia classes it as a fighting game...Collecting Champions is an element within this “Fighting Game” that many people enjoy... but it’s definitely not what the game is all about. I'm commenting on the game as it is designed and implemented, not how it is marketed. It is obviously a progressional game as that term is used in the games industry, but it isn't marketed as such because almost no progressional game is marketed as such. That doesn't change how the game itself works. If you think this game is designed and implemented as a fighting game that just happens to have some champion collecting in it, almost every design or monetization decision Kabam makes will seem mystifying to you.How a game is designed and implemented, and how it is "skinned" and marketed are two completely different things. Take Arkham Asylum for example. Is that game in the same genre as Dance Dance Revolution, a rhythm dance game? Of course not. Except, under the hood, that's how it was originally conceived and designed. How the mechanics work and how they are presented to the player are different. Similarly, how the priorities of content creation and monetization work for a game and how the game is marketed to players doesn't have to be the same.But if you believe authoritative sources above the game development, then here's how Kabam itself presents the game on its own website: https://playcontestofchampions.com/The page highlights three things: building alliances of players to challenge other alliances, creating teams of champions, and collecting Marvel champions. Some of those things implicitly refer to combat, but the actual combat of the game is not highlighted on MCOC's landing page.
I probably said it wrong in my 1st statement, my apologies. Roster Size... Champion collection... however you put it, is a form of progression, but it’s a progression that is mostly based on Cavalier Crystals & GMC’s when it comes to the endgame of MCOC.
And one more thing... This game is first and foremost a champion collecting game. All of the fighting elements of it are ways to value champions. This statement is 100% false. This game is first & foremost a fighting game, NOT a collection game. Not sure where you got that strange idea, but it’s advertised as a fighting game, talked about as a fighting game... & widely known as a fighting game. Even Wikipedia classes it as a fighting game...Collecting Champions is an element within this “Fighting Game” that many people enjoy... but it’s definitely not what the game is all about.
This game is first and foremost a champion collecting game. All of the fighting elements of it are ways to value champions.
Roster Size is mostly dependent on your wallet when it comes to the endgame. Skills & achievements are based on the players. What would you want your game to focus on? So explain Brian Grant and his F2P account.
Roster Size is mostly dependent on your wallet when it comes to the endgame. Skills & achievements are based on the players. What would you want your game to focus on?
Roster Size is mostly dependent on your wallet when it comes to the endgame. Skills & achievements are based on the players. What would you want your game to focus on? So explain Brian Grant and his F2P account. He’s ONE example
*Waiting for my comment to get approved*Honestly, am I the only one finds that annoying as heck?
*Waiting for my comment to get approved*Honestly, am I the only one finds that annoying as heck? I still haven't figured out why it happens. Sometimes a post will go to the auto-mod, and then I post something that is almost exactly identical with literally one sentence reworded and it posts fine. Sometimes it captures the short post then lets go the long one, and sometimes it is vice versa. I have noticed that sometimes if there is a high density of links relative to paragraphs it is more likely to happen, but then sometimes it lets go posts that have basically nothing but links. Even the mods don't seem to be able to explain the behavior.
I probably said it wrong in my 1st statement, my apologies. Roster Size... Champion collection... however you put it, is a form of progression, but it’s a progression that is mostly based on Cavalier Crystals & GMC’s when it comes to the endgame of MCOC. I actually get most of my 5* champs from arena grinding, not either of those two sources. And one more thing... This game is first and foremost a champion collecting game. All of the fighting elements of it are ways to value champions. This statement is 100% false. This game is first & foremost a fighting game, NOT a collection game. Not sure where you got that strange idea, but it’s advertised as a fighting game, talked about as a fighting game... & widely known as a fighting game. Even Wikipedia classes it as a fighting game...Collecting Champions is an element within this “Fighting Game” that many people enjoy... but it’s definitely not what the game is all about. I'm commenting on the game as it is designed and implemented, not how it is marketed. It is obviously a progressional game as that term is used in the games industry, but it isn't marketed as such because almost no progressional game is marketed as such. That doesn't change how the game itself works. If you think this game is designed and implemented as a fighting game that just happens to have some champion collecting in it, almost every design or monetization decision Kabam makes will seem mystifying to you.How a game is designed and implemented, and how it is "skinned" and marketed are two completely different things. Take Arkham Asylum for example. Is that game in the same genre as Dance Dance Revolution, a rhythm dance game? Of course not. Except, under the hood, that's how it was originally conceived and designed. How the mechanics work and how they are presented to the player are different. Similarly, how the priorities of content creation and monetization work for a game and how the game is marketed to players doesn't have to be the same.But if you believe authoritative sources above the game development, then here's how Kabam itself presents the game on its own website: https://playcontestofchampions.com/The page highlights three things: building alliances of players to challenge other alliances, creating teams of champions, and collecting Marvel champions. Some of those things implicitly refer to combat, but the actual combat of the game is not highlighted on MCOC's landing page. But aside from all of the Advertising & what the Devs claim the game to be, this game is far from Collection Oriented. Even when people do want collect champs, it’s almost always only to help progress in they’re fighting. When the “Blade era” was around, people didn’t want him to simply collect him, they wanted to fight with him & win. Blade was (& still is) a powerful weapon within the contest... as are many Champions, & that’s why people want them. Not just for a collection, but as a piece of utility to help them fight within the contest. That’s like saying a Gladiator doesn’t want to swords to fight, but swords to collect. Or a Cowboy wants pistols to collect, & not shoot. It’s absurd. Why do you think players don’t want Champions like Colossus, Kamala, IP, DPXF & many others? Do they not make good collectibles? 😂. No, it’s because this game is about fighting, not collecting... & those champs are terrible for fighting with. The game is first and foremost about collecting. Progress is measured by our Rating, and Prestige via Rating, we even have a Leaderboard that Ranks us based on it. The fact that some people cherry pick for the "best" ones makes it no less about collecting. The drive from month to month is the new Champs added. For some that means collecting as many as possible. For others, that means waiting for the next God Tier. Entire game modes revolve around acquiring Champs as well as the means to Rank them, modes like War, AQ, EQ, Story....we are either collecting Champs, or collecting Resources. How far someone has advanced is shown by what they've collected. Being on leader boards, or getting High prestige, Hero Rating or whatever isn’t the goal for most players. It’s to trek through content, like Story, EQ, AW...etc. But in a sense, I do agree with you. I stated how, but my comment is still waiting for Mod Approval 🙄
I probably said it wrong in my 1st statement, my apologies. Roster Size... Champion collection... however you put it, is a form of progression, but it’s a progression that is mostly based on Cavalier Crystals & GMC’s when it comes to the endgame of MCOC. I actually get most of my 5* champs from arena grinding, not either of those two sources. And one more thing... This game is first and foremost a champion collecting game. All of the fighting elements of it are ways to value champions. This statement is 100% false. This game is first & foremost a fighting game, NOT a collection game. Not sure where you got that strange idea, but it’s advertised as a fighting game, talked about as a fighting game... & widely known as a fighting game. Even Wikipedia classes it as a fighting game...Collecting Champions is an element within this “Fighting Game” that many people enjoy... but it’s definitely not what the game is all about. I'm commenting on the game as it is designed and implemented, not how it is marketed. It is obviously a progressional game as that term is used in the games industry, but it isn't marketed as such because almost no progressional game is marketed as such. That doesn't change how the game itself works. If you think this game is designed and implemented as a fighting game that just happens to have some champion collecting in it, almost every design or monetization decision Kabam makes will seem mystifying to you.How a game is designed and implemented, and how it is "skinned" and marketed are two completely different things. Take Arkham Asylum for example. Is that game in the same genre as Dance Dance Revolution, a rhythm dance game? Of course not. Except, under the hood, that's how it was originally conceived and designed. How the mechanics work and how they are presented to the player are different. Similarly, how the priorities of content creation and monetization work for a game and how the game is marketed to players doesn't have to be the same.But if you believe authoritative sources above the game development, then here's how Kabam itself presents the game on its own website: https://playcontestofchampions.com/The page highlights three things: building alliances of players to challenge other alliances, creating teams of champions, and collecting Marvel champions. Some of those things implicitly refer to combat, but the actual combat of the game is not highlighted on MCOC's landing page. But aside from all of the Advertising & what the Devs claim the game to be, this game is far from Collection Oriented. Even when people do want collect champs, it’s almost always only to help progress in they’re fighting. When the “Blade era” was around, people didn’t want him to simply collect him, they wanted to fight with him & win. Blade was (& still is) a powerful weapon within the contest... as are many Champions, & that’s why people want them. Not just for a collection, but as a piece of utility to help them fight within the contest. That’s like saying a Gladiator doesn’t want to swords to fight, but swords to collect. Or a Cowboy wants pistols to collect, & not shoot. It’s absurd. Why do you think players don’t want Champions like Colossus, Kamala, IP, DPXF & many others? Do they not make good collectibles? 😂. No, it’s because this game is about fighting, not collecting... & those champs are terrible for fighting with. The game is first and foremost about collecting. Progress is measured by our Rating, and Prestige via Rating, we even have a Leaderboard that Ranks us based on it. The fact that some people cherry pick for the "best" ones makes it no less about collecting. The drive from month to month is the new Champs added. For some that means collecting as many as possible. For others, that means waiting for the next God Tier. Entire game modes revolve around acquiring Champs as well as the means to Rank them, modes like War, AQ, EQ, Story....we are either collecting Champs, or collecting Resources. How far someone has advanced is shown by what they've collected.
I probably said it wrong in my 1st statement, my apologies. Roster Size... Champion collection... however you put it, is a form of progression, but it’s a progression that is mostly based on Cavalier Crystals & GMC’s when it comes to the endgame of MCOC. I actually get most of my 5* champs from arena grinding, not either of those two sources. And one more thing... This game is first and foremost a champion collecting game. All of the fighting elements of it are ways to value champions. This statement is 100% false. This game is first & foremost a fighting game, NOT a collection game. Not sure where you got that strange idea, but it’s advertised as a fighting game, talked about as a fighting game... & widely known as a fighting game. Even Wikipedia classes it as a fighting game...Collecting Champions is an element within this “Fighting Game” that many people enjoy... but it’s definitely not what the game is all about. I'm commenting on the game as it is designed and implemented, not how it is marketed. It is obviously a progressional game as that term is used in the games industry, but it isn't marketed as such because almost no progressional game is marketed as such. That doesn't change how the game itself works. If you think this game is designed and implemented as a fighting game that just happens to have some champion collecting in it, almost every design or monetization decision Kabam makes will seem mystifying to you.How a game is designed and implemented, and how it is "skinned" and marketed are two completely different things. Take Arkham Asylum for example. Is that game in the same genre as Dance Dance Revolution, a rhythm dance game? Of course not. Except, under the hood, that's how it was originally conceived and designed. How the mechanics work and how they are presented to the player are different. Similarly, how the priorities of content creation and monetization work for a game and how the game is marketed to players doesn't have to be the same.But if you believe authoritative sources above the game development, then here's how Kabam itself presents the game on its own website: https://playcontestofchampions.com/The page highlights three things: building alliances of players to challenge other alliances, creating teams of champions, and collecting Marvel champions. Some of those things implicitly refer to combat, but the actual combat of the game is not highlighted on MCOC's landing page. But aside from all of the Advertising & what the Devs claim the game to be, this game is far from Collection Oriented. Even when people do want collect champs, it’s almost always only to help progress in they’re fighting. When the “Blade era” was around, people didn’t want him to simply collect him, they wanted to fight with him & win. Blade was (& still is) a powerful weapon within the contest... as are many Champions, & that’s why people want them. Not just for a collection, but as a piece of utility to help them fight within the contest. That’s like saying a Gladiator doesn’t want to swords to fight, but swords to collect. Or a Cowboy wants pistols to collect, & not shoot. It’s absurd. Why do you think players don’t want Champions like Colossus, Kamala, IP, DPXF & many others? Do they not make good collectibles? 😂. No, it’s because this game is about fighting, not collecting... & those champs are terrible for fighting with. The game is first and foremost about collecting. Progress is measured by our Rating, and Prestige via Rating, we even have a Leaderboard that Ranks us based on it. The fact that some people cherry pick for the "best" ones makes it no less about collecting. The drive from month to month is the new Champs added. For some that means collecting as many as possible. For others, that means waiting for the next God Tier. Entire game modes revolve around acquiring Champs as well as the means to Rank them, modes like War, AQ, EQ, Story....we are either collecting Champs, or collecting Resources. How far someone has advanced is shown by what they've collected. I’ll rewrite.Funny, what you said actually hit me to partly agree with you. Why?I personally collect Champions to fight with them, therefore my goal is fighting. But why do I fight? To collect rewards, & collect more Champions. But why do I want to collect more rewards & Champions? Because I want to fight with them. And why do I want to fight with them? To collect more champs. And why do I want Champions? To fight with them. See a pattern? It’s an endless circle really. In a sense, we’re both right. I guess whatever your goal is, fighting or collecting... it’s just an endless circle of doing both.
I probably said it wrong in my 1st statement, my apologies. Roster Size... Champion collection... however you put it, is a form of progression, but it’s a progression that is mostly based on Cavalier Crystals & GMC’s when it comes to the endgame of MCOC. I actually get most of my 5* champs from arena grinding, not either of those two sources. And one more thing... This game is first and foremost a champion collecting game. All of the fighting elements of it are ways to value champions. This statement is 100% false. This game is first & foremost a fighting game, NOT a collection game. Not sure where you got that strange idea, but it’s advertised as a fighting game, talked about as a fighting game... & widely known as a fighting game. Even Wikipedia classes it as a fighting game...Collecting Champions is an element within this “Fighting Game” that many people enjoy... but it’s definitely not what the game is all about. I'm commenting on the game as it is designed and implemented, not how it is marketed. It is obviously a progressional game as that term is used in the games industry, but it isn't marketed as such because almost no progressional game is marketed as such. That doesn't change how the game itself works. If you think this game is designed and implemented as a fighting game that just happens to have some champion collecting in it, almost every design or monetization decision Kabam makes will seem mystifying to you.How a game is designed and implemented, and how it is "skinned" and marketed are two completely different things. Take Arkham Asylum for example. Is that game in the same genre as Dance Dance Revolution, a rhythm dance game? Of course not. Except, under the hood, that's how it was originally conceived and designed. How the mechanics work and how they are presented to the player are different. Similarly, how the priorities of content creation and monetization work for a game and how the game is marketed to players doesn't have to be the same.But if you believe authoritative sources above the game development, then here's how Kabam itself presents the game on its own website: https://playcontestofchampions.com/The page highlights three things: building alliances of players to challenge other alliances, creating teams of champions, and collecting Marvel champions. Some of those things implicitly refer to combat, but the actual combat of the game is not highlighted on MCOC's landing page. But aside from all of the Advertising & what the Devs claim the game to be, this game is far from Collection Oriented. Even when people do want collect champs, it’s almost always only to help progress in they’re fighting. When the “Blade era” was around, people didn’t want him to simply collect him, they wanted to fight with him & win. Blade was (& still is) a powerful weapon within the contest... as are many Champions, & that’s why people want them. Not just for a collection, but as a piece of utility to help them fight within the contest. That’s like saying a Gladiator doesn’t want to swords to fight, but swords to collect. Or a Cowboy wants pistols to collect, & not shoot. It’s absurd. Why do you think players don’t want Champions like Colossus, Kamala, IP, DPXF & many others? Do they not make good collectibles? 😂. No, it’s because this game is about fighting, not collecting... & those champs are terrible for fighting with. The game is first and foremost about collecting. Progress is measured by our Rating, and Prestige via Rating, we even have a Leaderboard that Ranks us based on it. The fact that some people cherry pick for the "best" ones makes it no less about collecting. The drive from month to month is the new Champs added. For some that means collecting as many as possible. For others, that means waiting for the next God Tier. Entire game modes revolve around acquiring Champs as well as the means to Rank them, modes like War, AQ, EQ, Story....we are either collecting Champs, or collecting Resources. How far someone has advanced is shown by what they've collected. I’ll rewrite.Funny, what you said actually hit me to partly agree with you. Why?I personally collect Champions to fight with them, therefore my goal is fighting. But why do I fight? To collect rewards, & collect more Champions. But why do I want to collect more rewards & Champions? Because I want to fight with them. And why do I want to fight with them? To collect more champs. And why do I want Champions? To fight with them. See a pattern? It’s an endless circle really. In a sense, we’re both right. I guess whatever your goal is, fighting or collecting... it’s just an endless circle of doing both. Well, yes. Both are part of the game, and it's cyclical. Some focus on just fighting, and some focus on collecting. However, you're not going to progress if you focus on fighting alone. That comes from collecting as well, and one of the various ways to determine progress is what you've collected. I wouldn’t say it’s a little of both, I’d say it’s both of each going hand in hand. Collect to Fight... & Fighting to Collect. It’s pretty much the drive of the game
I probably said it wrong in my 1st statement, my apologies. Roster Size... Champion collection... however you put it, is a form of progression, but it’s a progression that is mostly based on Cavalier Crystals & GMC’s when it comes to the endgame of MCOC. I actually get most of my 5* champs from arena grinding, not either of those two sources. And one more thing... This game is first and foremost a champion collecting game. All of the fighting elements of it are ways to value champions. This statement is 100% false. This game is first & foremost a fighting game, NOT a collection game. Not sure where you got that strange idea, but it’s advertised as a fighting game, talked about as a fighting game... & widely known as a fighting game. Even Wikipedia classes it as a fighting game...Collecting Champions is an element within this “Fighting Game” that many people enjoy... but it’s definitely not what the game is all about. I'm commenting on the game as it is designed and implemented, not how it is marketed. It is obviously a progressional game as that term is used in the games industry, but it isn't marketed as such because almost no progressional game is marketed as such. That doesn't change how the game itself works. If you think this game is designed and implemented as a fighting game that just happens to have some champion collecting in it, almost every design or monetization decision Kabam makes will seem mystifying to you.How a game is designed and implemented, and how it is "skinned" and marketed are two completely different things. Take Arkham Asylum for example. Is that game in the same genre as Dance Dance Revolution, a rhythm dance game? Of course not. Except, under the hood, that's how it was originally conceived and designed. How the mechanics work and how they are presented to the player are different. Similarly, how the priorities of content creation and monetization work for a game and how the game is marketed to players doesn't have to be the same.But if you believe authoritative sources above the game development, then here's how Kabam itself presents the game on its own website: https://playcontestofchampions.com/The page highlights three things: building alliances of players to challenge other alliances, creating teams of champions, and collecting Marvel champions. Some of those things implicitly refer to combat, but the actual combat of the game is not highlighted on MCOC's landing page. But aside from all of the Advertising & what the Devs claim the game to be, this game is far from Collection Oriented. Even when people do want collect champs, it’s almost always only to help progress in they’re fighting. When the “Blade era” was around, people didn’t want him to simply collect him, they wanted to fight with him & win. Blade was (& still is) a powerful weapon within the contest... as are many Champions, & that’s why people want them. Not just for a collection, but as a piece of utility to help them fight within the contest. That’s like saying a Gladiator doesn’t want to swords to fight, but swords to collect. Or a Cowboy wants pistols to collect, & not shoot. It’s absurd. Why do you think players don’t want Champions like Colossus, Kamala, IP, DPXF & many others? Do they not make good collectibles? 😂. No, it’s because this game is about fighting, not collecting... & those champs are terrible for fighting with. The game is first and foremost about collecting. Progress is measured by our Rating, and Prestige via Rating, we even have a Leaderboard that Ranks us based on it. The fact that some people cherry pick for the "best" ones makes it no less about collecting. The drive from month to month is the new Champs added. For some that means collecting as many as possible. For others, that means waiting for the next God Tier. Entire game modes revolve around acquiring Champs as well as the means to Rank them, modes like War, AQ, EQ, Story....we are either collecting Champs, or collecting Resources. How far someone has advanced is shown by what they've collected. I’ll rewrite.Funny, what you said actually hit me to partly agree with you. Why?I personally collect Champions to fight with them, therefore my goal is fighting. But why do I fight? To collect rewards, & collect more Champions. But why do I want to collect more rewards & Champions? Because I want to fight with them. And why do I want to fight with them? To collect more champs. And why do I want Champions? To fight with them. See a pattern? It’s an endless circle really. In a sense, we’re both right. I guess whatever your goal is, fighting or collecting... it’s just an endless circle of doing both. Well, yes. Both are part of the game, and it's cyclical. Some focus on just fighting, and some focus on collecting. However, you're not going to progress if you focus on fighting alone. That comes from collecting as well, and one of the various ways to determine progress is what you've collected.
Where do these guys get off? And what brand of crack ya smoking .. lemme guess my credit card info lmao absurd Don't do the content until you are ready. Pretty simple.
Where do these guys get off? And what brand of crack ya smoking .. lemme guess my credit card info lmao absurd
Where do these guys get off? And what brand of crack ya smoking .. lemme guess my credit card info lmao absurd Don't do the content until you are ready. Pretty simple. Isnt this the whole argument tho? People dont like it because to get ready you need to be lucky unless there is a new way to obtain 6 stars that I aint aware of yet
Well......have to change my tune on the Cull crystals a bit. Only fair to post the winners along with the bums. Decent 5*’s are available...once per annum with decent unit burn. Dr. Zola
Well......have to change my tune on the Cull crystals a bit. Only fair to post the winners along with the bums. Decent 5*’s are available...once per annum with decent unit burn. Dr. Zola Congrats! She is amazing.
(Sorry if I gave someone a brain hemorrhage with that ^^^, didn’t mean to sound confusing 😂)