**UPDATE - iPAD STUCK FLICKERING SCREEN**
The 47.0.1 hotfix to address the issue of freezing & flashing lights on loading screens when trying to enter a fight, along with other smaller issues, is now ready to be downloaded through the App Store on IOS.
More information here.
The 47.0.1 hotfix to address the issue of freezing & flashing lights on loading screens when trying to enter a fight, along with other smaller issues, is now ready to be downloaded through the App Store on IOS.
More information here.
Comments
I'll say it one more time for those in the back:
Any increase in difficulty should come with an increase in rewards. UC Event is DEMONSTRABLY harder now than it was 2 years ago, and the rewards have remained the same
If you disagree with that, I don't know what to tell you.
Let me put values on it for you.
Let’s say when uncollected quest was originally brought out it was rated difficulty 6 (random number I’ve picked out). Let’s say new uncollected players then were rated 6 skill level.
New uncollected players now are a very similar level to back then so we will call that 6 skill level too. However, uncollected quest has been getting harder, this is a fact. They used to have one noded path and 5 normal. Now they have 1 normal path and 7 noded. This is one example of how it’s increased in difficulty. Let’s say it’s difficulty rated 9.
So the same skill players are now doing harder quests for the same rewards as players used to get for easier quests. This is wrong. And not to mention that the game has advanced a hell of a lot with time since uncollected came out, but the rewards haven’t changed.
Just because MY progression has meant that I don't have a difficult time with the UC Event Quests doesn't mean that Summoner123 that became uncollected last week/ month isn't dealing with a superhuman increase in difficulty compared to what I did when I became uncollected. Stop assuming that these quests need to be HARD for guys that have explored Act 5, and are close to or just got Cavalier... That's NOT the point of these quests. If it is, then don't call them "uncollected" difficulty. Call them "Epic" and let it scale.
There is NO good reason for the difficulty to have been changed so dramatically, while the rewards have been stagnant.
I'll keep reiterating... increase in difficulty= increase in rewards.... Kabam has stated that goal in all other aspects of this game (though they may not have achieved that balance in some instances). It's time that monthly EQ "caught up" to AW/AQ, etc. This shouldn't be rocket science.
Also you should play at your own pace. Trying to catch up with the top is a fool’s errand unless you’re willing to spend thousands per week (not kidding).
On top of that new players get to complete content with champs us older players never got. Newer players get to skip by Act 4 and 5 with Havok, Sabretooth, Void, and even potentially Cull, Namor, Warlock, Sunspot, CMM, and Fury where we had to slog through with older champs with one page abilities.
Comparing yourself in games like this is always a bad idea and “catching up” by increasing lower quest rewards is not a good idea.
AW/AQ rewards were recently updated as well as all other EQ difficulties. The Story content hasn't changed in difficulty since it was released and even Act 4 was made easier.
So please explain to me, exactly, why UC should be the only content in the game to get harder and harder while still giving rewards that are nearly 2 years old?
So Uncollected isn't doing anything Master before it didn't do.
It is more fundamental of a disagreement than you even realize, because like most games like this it is pretty obvious to me Kabam is using the same data-driven methods as most game operators. And that means the very definition of difficulty is data-dependent. Which is another way of saying that difficulty is judged not based on some paper analysis of the content, but on pure numbers: what percentage of the intended playerbase completes it.
In other words, according to you (I'm assuming) the exact same identical piece of content released month after month has constant difficulty. But according to data-driven game developers (which is like most of them in online gaming) that would be decreasing difficulty, because more and more players would be completing it due to them progressing.
UC doesn't get easier and harder because the devs want to make it easier and harder on a whim. It gets easier and harder because in data-driven terms UC's effective difficulty is being adjusted month by month to make its difficulty constant relative to its target audience. Its a very rough adjustment month by month, but on long time scales the trend is more obvious.
The only reason you don't really see this happen with, say, Easy difficulty is because Easy difficulty's intended target audience remains relatively fixed over time: relatively new players. New players are always new players, even as existing new players progress upward and new new players replace them. Where you see this most dramatically is at the top tier of players, because there's no way to "graduate" out of that player bracket (as there's no higher one). So UC, and to a lesser extent Master, are the only brackets where anything actually happens that's noticeable.
One thing and one thing only is going to determine when we get a difficulty tier higher than UC within the normal monthly quests. And that is when the devs determine enough players exist that could comfortably do it, given the approximate difficulty scale that the higher difficulty will likely have. Nothing else really matters, and at the moment I'm skeptical that a sufficient number of players actually exists yet.
The point of the standard difficulty tiers for the monthly quests isn't to be there to challenge the first player to reach a new progress mark. If you're the first player to rank up r3s, the only thing you're really going to be using them for is content like the maze, until enough players catch up to you.
But if you were to make a monthly difficulty that few if any players could defeat initially, then that would mean you'd be spending a lot of development time on content no one was doing - because no one was strong enough to do it. Almost no one would do the first month, or the second month, or the third month. That's a waste of development resources. A one-off just to test the playerbase like the Maze can be justified, but spending dev time month after month on a difficulty tier no one was actually doing couldn't be cost-justified in my opinion. I don't think you could get a producer to sign off on that idea.