**WINTER OF WOE - BONUS OBJECTIVE POINT**
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
There is currently an issue where some Alliances are are unable to find a match in Alliance Wars, or are receiving Byes without getting the benefits of the Win. We will be adjusting the Season Points of the Alliances that are affected within the coming weeks, and will be working to compensate them for their missed Per War rewards as well.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Comments
Like I said, we run 6x5. We could run map 7 but don't love the map cost. It's not that it isn't doable. It's that it's more enjoyable with shorter timers, and if someone has an emergency it's much less likely to hurt the whole AQ. The reasons for the 1 hour timer are not very compelling. It would be less annoying if I thought there was a good reason for it.
You can wait on energy, it’s a matter of strategy, planning and communication, part of what the higher level maps encourage.
That was the comment made. When and how they did, I don't know. All I know is it doesn't matter what reasons are given, by me or them, it won't be heard or acknowledged. People are just going to keep asking and ignoring any arguments to the contrary.
To be honest for m7 they should just make energy not even matter - there are ten paths in 2/3 sections so still need coordination / effort by all. They made link nodes more painful to fight through. Just remove energy and leave it to bgs to coordinate. If some finish in 30-60 minutes more power to then.
This would also encourage more to do m7 just push less drain waiting for energy
And oh spoiler alert - most doing m7 have the roster to do AQ, AWD, AWO anyway
I'm all for developers making game modes like AQ more challenging, so kudos to Kabam for being consistent in offering the players new nodes and/or champs every month in all areas of the game. I understand that AQ timers have been an issue that has been discussed in the past, but with the increase in difficulty to Maps 5-7 coming up, I feel it needs to be looked at again. In response to some of the posts here:
Like someone said earlier regarding shortened AQ timers, we all still have to wait til the map resets to get rewards, so no difference finishing it in half the time there. They could always keep our champs locked in until the map resets if that's an issue.
No, I don't have to play Map 6. I initially wanted to do it because the difficulty matches my roster/skill level. But the one hour timers make Map 6 AQ a chore for me personally. So my choice is drop to Map 5 or even map 4 so I can get to bed earlier and wake up later, and as a consequence become bored and eventually leave the game, or become burned out by running Map 6 because in order to not let my BG down I need to adjust many aspects of my life outside the game in order to get a node down before bed, before work, during working hours, family time etc. Shortened timers would help me personally. I'm sure I'm not the only working adult with a family playing this game that would appreciate shortened timers in AQ.
If having shortened timers is not desirable because it would allow players to run entire lanes boosted, then they could look at disabling the effect of boosts in AQ. AW boosts weren't working for months, so this seems like something that may be possible here. With the increased difficulty, shortened timers without boosts would encourage more players in my position to try the harder maps and put their skills/roster to the test while maybe increasing potion usage. This seems like a win/win to me.
Another person mentioned that the 1hr timers are part of the difficulty of higher level AQ maps. While I agree that it takes a lot of work to fill an alliance with 30 people that can coordinate their schedules to efficiently complete Map 5-7 with 1hr timers, my question is why the developers feel that all of this extra time and effort is needed OUTSIDE of the game in order to make running Maps 5-7 more challenging. Can't this be done without the time constraints many have in real life being a detriment to running higher level maps? It seems like they would want to make the time issue as small of a roadblock as possible in order to draw more players with steady sources of income into the higher tier AQ Maps that as of now are shying away from them because of real life responsibilies. Having more reasonable access to rank up materials in terms of time would encourage more potential spending on pots and maybe even FGMCs that contain the latest and greatest counters to the nodes and champs that are constantly being added to the game as we would have more of the materials it takes to ramp up our new champs.
I have a good job and disposable income. I've responsibly spent a fair few dollars on this game. I have enjoyed the game for close to 4 years. I look at my spending as not only an investment in my roster, but also as an investment in the Company in order to help them keep the game up and running so that I can continue to enjoy it for years to come. I would imagine that shortened AQ timers would be a huge quality of life improvement for many of the working players that more than likely make up a large percentage of those that spend on the game like I do.
tl;dr:
In short, as an active "investor" in this game, I would ask that the developers consider the above with regard to AQ timers. Increase the difficulty all you want, but at least consider the idea of shortening AQ timers to make the higher level maps more available to those of us with jobs that more than likely drop a few bucks on the game.
Thank you for your time.
We don’t want 2x the nodes, we want current number of nodes but 2x the energy. Explain to me how in this instance every alliance would not finish as fast if not notably faster than they do now? That’s right, you can’t. You are just quoting some old mod posts without understanding the context and all they were implying by a perm change (which would include more nodes since they reference map design).
Yes, I am sure there are random people out there who with 30 min energy would like to finish AQ even faster BUT even those people would see it as an improvement over today for the mere possibility of finishing faster exists.
The only people would not see the benefit is a new player who never experienced 1 hour timers. Those players would see it like AW though that there is a lot more opportunity to rot energy and still finish with plenty of time to spare.