My in game name is sophia2901. I am at level 45 but still I am unable to view level 4 or 5 permission slip. I can only see upto level 3. My nephew is having a similar issue. I wish you could follow a post because I'd like to see the answer you receive. It may be dependent on the level of the story quest you're currently in. I've become uncollected and have access to all permission slips. Meanwhile, my nephew working on completing Act 4 can only see up to Heroic (level 3) similar to what you have shown.
My in game name is sophia2901. I am at level 45 but still I am unable to view level 4 or 5 permission slip. I can only see upto level 3.
The way the warning is worded it 100% sounds like you would be refunded your entry ticket. Kabam needs to fix this. There is no way of knowing which paths you've already taken unless you just happen to remember so it's necessary to allow for a ticket refund in case I grab the wrong champs for the gate or path you needed. It is definitely not refunding entry tickets.
I just hope Kabam gets rid of randomized rewards in the near future... For doing 100% in the epic difficulty I could get either a 4* Iron Patriot or a 5* Symbiote Supreme, that´s just a hell of a difference...
What´s the problem with giving out fixed rewards for everyone?
What´s the problem with giving out fixed rewards for everyone? Honestly, it is because games that do that have lower engagement. It is really that simple. People keep voting with their words to have less random rewards, and they vote with their time and their money to have more random rewards. Convince everyone to spend more time and more money on games with fewer random rewards, and you'll change this. No amount of asking will do anything.Asking why games insist on making random rewards is like asking why fast food restaurants keep making food no one wants to eat. Nobody cares what anyone asks them to cook. They only care what people actually want to pay for. People asked McDonalds to make healthier food. When they did, sales dropped dramatically. Their conclusion was to stop listening to the people asking for healthier food, because they were only asking, not buying. The only healthy options that still exist are the ones people actually ended up paying for.McDonalds makes the food they make not in spite of what people want, but because that is what people want, and everyone who says differently is just wrong. The people saying no one likes random rewards or wants them reduced or eliminated are just wrong. They can get a lot of people to agree with them, but can't seem to get anyone to spend time or money on anything else. Your example doesn´t work, like at all. Who would quit the game if the rewards for a side quest were not that random anymore? Not a single type of person comes to my mind. Plus, what you´re saying doesn´t make any sense at all. Just ask yourself one question: If they had put in a 5* Spider-Verse crystal (which would have been possible considering that a similar 5* crystal was a reward for a far easier quest with a similar structure almost a year ago), who would have said "But I want an 80% chance at a 4* hero!"? If you think anybody would have said that, you´re lying to yourself and you know that.Nobody would have been hurt if the rewards was not a legendary crystal, but a 5* crystal. It would have hurt neither the players, the game nor Kabam. There is literally not a single logical reason for that decision.
What´s the problem with giving out fixed rewards for everyone? Honestly, it is because games that do that have lower engagement. It is really that simple. People keep voting with their words to have less random rewards, and they vote with their time and their money to have more random rewards. Convince everyone to spend more time and more money on games with fewer random rewards, and you'll change this. No amount of asking will do anything.Asking why games insist on making random rewards is like asking why fast food restaurants keep making food no one wants to eat. Nobody cares what anyone asks them to cook. They only care what people actually want to pay for. People asked McDonalds to make healthier food. When they did, sales dropped dramatically. Their conclusion was to stop listening to the people asking for healthier food, because they were only asking, not buying. The only healthy options that still exist are the ones people actually ended up paying for.McDonalds makes the food they make not in spite of what people want, but because that is what people want, and everyone who says differently is just wrong. The people saying no one likes random rewards or wants them reduced or eliminated are just wrong. They can get a lot of people to agree with them, but can't seem to get anyone to spend time or money on anything else.
What´s the problem with giving out fixed rewards for everyone? Honestly, it is because games that do that have lower engagement. It is really that simple. People keep voting with their words to have less random rewards, and they vote with their time and their money to have more random rewards. Convince everyone to spend more time and more money on games with fewer random rewards, and you'll change this. No amount of asking will do anything.Asking why games insist on making random rewards is like asking why fast food restaurants keep making food no one wants to eat. Nobody cares what anyone asks them to cook. They only care what people actually want to pay for. People asked McDonalds to make healthier food. When they did, sales dropped dramatically. Their conclusion was to stop listening to the people asking for healthier food, because they were only asking, not buying. The only healthy options that still exist are the ones people actually ended up paying for.McDonalds makes the food they make not in spite of what people want, but because that is what people want, and everyone who says differently is just wrong. The people saying no one likes random rewards or wants them reduced or eliminated are just wrong. They can get a lot of people to agree with them, but can't seem to get anyone to spend time or money on anything else. Your example doesn´t work, like at all. Who would quit the game if the rewards for a side quest were not that random anymore? Not a single type of person comes to my mind. Plus, what you´re saying doesn´t make any sense at all. Just ask yourself one question: If they had put in a 5* Spider-Verse crystal (which would have been possible considering that a similar 5* crystal was a reward for a far easier quest with a similar structure almost a year ago), who would have said "But I want an 80% chance at a 4* hero!"? If you think anybody would have said that, you´re lying to yourself and you know that.Nobody would have been hurt if the rewards was not a legendary crystal, but a 5* crystal. It would have hurt neither the players, the game nor Kabam. There is literally not a single logical reason for that decision. No one likes to lose. But not many people play games that have no chance to win either. If every reward is identical, there's no chance to lose, but there's also no chance to win. And it doesn't matter if it doesn't make sense to you, because this isn't about theory, this is about history. Random rewards are proven to work, not theorized to work. The games industry is full of game designers that disagree with you because all the game designers that think like you went out of business.There's a lot of room for nuance, for people willing to discuss nuance. How exactly we should implement and integrate random rewards into games is an ongoing discussion in the industry. But once you argue for removing random rewards on principle, because you believe people don't want random rewards in general, you're basing your arguments on a principle already proven wrong too many times for anyone to be willing to waste time making a game just to prove them wrong again.You're arguing that relativity is wrong because you don't understand it, and no one you knows understands it either. What you don't seem to understand is that I'm not advocating for random rewards because I think they are "logical" I'm simply stating the completely uncontroversial fact that they work in games like this because players gravitate to the games that have them, and away from the games that lack them. Why is a question for psychologists. That it happens is an observable fact. You say that people actually like random rewards, but you have literally no proof of that.
What´s the problem with giving out fixed rewards for everyone? Honestly, it is because games that do that have lower engagement. It is really that simple. People keep voting with their words to have less random rewards, and they vote with their time and their money to have more random rewards. Convince everyone to spend more time and more money on games with fewer random rewards, and you'll change this. No amount of asking will do anything.Asking why games insist on making random rewards is like asking why fast food restaurants keep making food no one wants to eat. Nobody cares what anyone asks them to cook. They only care what people actually want to pay for. People asked McDonalds to make healthier food. When they did, sales dropped dramatically. Their conclusion was to stop listening to the people asking for healthier food, because they were only asking, not buying. The only healthy options that still exist are the ones people actually ended up paying for.McDonalds makes the food they make not in spite of what people want, but because that is what people want, and everyone who says differently is just wrong. The people saying no one likes random rewards or wants them reduced or eliminated are just wrong. They can get a lot of people to agree with them, but can't seem to get anyone to spend time or money on anything else. Your example doesn´t work, like at all. Who would quit the game if the rewards for a side quest were not that random anymore? Not a single type of person comes to my mind. Plus, what you´re saying doesn´t make any sense at all. Just ask yourself one question: If they had put in a 5* Spider-Verse crystal (which would have been possible considering that a similar 5* crystal was a reward for a far easier quest with a similar structure almost a year ago), who would have said "But I want an 80% chance at a 4* hero!"? If you think anybody would have said that, you´re lying to yourself and you know that.Nobody would have been hurt if the rewards was not a legendary crystal, but a 5* crystal. It would have hurt neither the players, the game nor Kabam. There is literally not a single logical reason for that decision. No one likes to lose. But not many people play games that have no chance to win either. If every reward is identical, there's no chance to lose, but there's also no chance to win. And it doesn't matter if it doesn't make sense to you, because this isn't about theory, this is about history. Random rewards are proven to work, not theorized to work. The games industry is full of game designers that disagree with you because all the game designers that think like you went out of business.There's a lot of room for nuance, for people willing to discuss nuance. How exactly we should implement and integrate random rewards into games is an ongoing discussion in the industry. But once you argue for removing random rewards on principle, because you believe people don't want random rewards in general, you're basing your arguments on a principle already proven wrong too many times for anyone to be willing to waste time making a game just to prove them wrong again.You're arguing that relativity is wrong because you don't understand it, and no one you knows understands it either. What you don't seem to understand is that I'm not advocating for random rewards because I think they are "logical" I'm simply stating the completely uncontroversial fact that they work in games like this because players gravitate to the games that have them, and away from the games that lack them. Why is a question for psychologists. That it happens is an observable fact.
What´s the problem with giving out fixed rewards for everyone? Honestly, it is because games that do that have lower engagement. It is really that simple. People keep voting with their words to have less random rewards, and they vote with their time and their money to have more random rewards. Convince everyone to spend more time and more money on games with fewer random rewards, and you'll change this. No amount of asking will do anything.Asking why games insist on making random rewards is like asking why fast food restaurants keep making food no one wants to eat. Nobody cares what anyone asks them to cook. They only care what people actually want to pay for. People asked McDonalds to make healthier food. When they did, sales dropped dramatically. Their conclusion was to stop listening to the people asking for healthier food, because they were only asking, not buying. The only healthy options that still exist are the ones people actually ended up paying for.McDonalds makes the food they make not in spite of what people want, but because that is what people want, and everyone who says differently is just wrong. The people saying no one likes random rewards or wants them reduced or eliminated are just wrong. They can get a lot of people to agree with them, but can't seem to get anyone to spend time or money on anything else. Your example doesn´t work, like at all. Who would quit the game if the rewards for a side quest were not that random anymore? Not a single type of person comes to my mind. Plus, what you´re saying doesn´t make any sense at all. Just ask yourself one question: If they had put in a 5* Spider-Verse crystal (which would have been possible considering that a similar 5* crystal was a reward for a far easier quest with a similar structure almost a year ago), who would have said "But I want an 80% chance at a 4* hero!"? If you think anybody would have said that, you´re lying to yourself and you know that.Nobody would have been hurt if the rewards was not a legendary crystal, but a 5* crystal. It would have hurt neither the players, the game nor Kabam. There is literally not a single logical reason for that decision. No one likes to lose. But not many people play games that have no chance to win either. If every reward is identical, there's no chance to lose, but there's also no chance to win. And it doesn't matter if it doesn't make sense to you, because this isn't about theory, this is about history. Random rewards are proven to work, not theorized to work. The games industry is full of game designers that disagree with you because all the game designers that think like you went out of business.There's a lot of room for nuance, for people willing to discuss nuance. How exactly we should implement and integrate random rewards into games is an ongoing discussion in the industry. But once you argue for removing random rewards on principle, because you believe people don't want random rewards in general, you're basing your arguments on a principle already proven wrong too many times for anyone to be willing to waste time making a game just to prove them wrong again.You're arguing that relativity is wrong because you don't understand it, and no one you knows understands it either. What you don't seem to understand is that I'm not advocating for random rewards because I think they are "logical" I'm simply stating the completely uncontroversial fact that they work in games like this because players gravitate to the games that have them, and away from the games that lack them. Why is a question for psychologists. That it happens is an observable fact. What I see is people complaining about them, for example about the AW Season crystals for over a year now. I only saw frustration about random rewards.. the majority of the community vocally expressed their negative feelings towards random rewards.
What rarities does the Legendary Homesick Crystal contain? Also is it 80% 4* / 20% 5* drop rates? The Legendary Homesick Crystal contains 4 and 5-Star Champions, and has the 80/20 4-Star 5-Star Split.Of course, 4-Star Rhino is not included.
What rarities does the Legendary Homesick Crystal contain? Also is it 80% 4* / 20% 5* drop rates?
In the event, it says “all items will be refunded” when you back out of the class trip. So why didn’t i get my ticket back? I have one path left in epic and I don’t have a chance to get any more markers!!
Have spare S.H.I.E.L.D. Markers? In the last week of the event, we’ll be adding a selection of items for you to spend your spare Markers on! These items are not as good as the rewards that you can earn in the Class Trip quests, so if you can do the Quests, we suggest doing those first!
People's frustration is not the problem: frustration drives people to try again. That's one of the fundamental drivers behind all gambling behaviour; and that's what keeps the game going - people want to 'win'.
Why is it that the level 5 permission slips don't even show up in the souvenir store? I'm lvl 59 but not Uncollected... Is that why?
@Kabam Miike how are we supposed to 100% these paths without the champs for the gates.
I’ve won a **** ton of homesick crystals and also purchased multiple crystals in order to get a stark spidey yet no luck. I think it’s bs that you can’t explore this quest because of the lack of a champion. Poor form.
@Kabam Miike how are we supposed to 100% these paths without the champs for the gates. You aren't. I’ve won a **** ton of homesick crystals and also purchased multiple crystals in order to get a stark spidey yet no luck. I think it’s bs that you can’t explore this quest because of the lack of a champion. Poor form. Get used to it. Champion requirements, like it or not, are going to be part of the benefit of having a larger and more developed roster over time. A lot of people think this is somehow wrong or bad design, but it is neither. It is a preference. The game rewards certain twitch skills. The game rewards certain tactics. The game rewards certain resource management skills. The game rewards patience. And it chooses to reward those with larger rosters. Since collecting champions is the fundamental basis of the game as a whole, that shouldn't be surprising.As to this quest specifically, in about a week I think Kabam is supposed to be rolling out some defeat objectives that you can grind out to get specific champs. A lot of people say that grinding a lot of effort for a guarantee at something is better than relying on random chance. If they also complain they don't want to grind for that specific champ to unlock the gates because grinding isn't "fun" then they simply want what they can't have.