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DOUBLE VISION IN THE BATTLEREALM! September’s Event Quest: Amazing Fantasy!

2

Comments

  • Vdh2008Vdh2008 Member Posts: 966 ★★★★

    On one hand, people are complaining about how easy it is. On the other, they're saying it's harder. Which is it?
    It's been around for almost 2 years. It hasn't been stagnant for almost 2 years. Uncollected was the step-up from Master, and Master had been around for a while before Uncollected was introduced.
    People aren't preaching balance. "People" said you need to balance factors when adding more Rewards, rather than just sprinkling them on. They're also looking at another Difficulty, which means it will have an effect on balancing Uncollected.

    People with advanced rosters, myself included, have no problem with the difficulty level of UC currently, but that doesn't mean that the content is not literally more difficult than it was historically. Cavalier players aren't the ONLY people playing UC, as you well know. People need to stop thinking about "is it too hard for ME", and start looking at, "did it get harder?" The answer is an UNDENIABLE yes.

    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.
  • BadabibidonBadabibidon Member Posts: 94
    You cavaliers need to understand that progression has become substantially more difficult for players who didn't aquire a roster of duplicated five stars before the release of dozens of new champions and champion buffs. Harder to duplicate champions, harder to beat the final act five quests that enable the ranking of those five star champions.In my opinion the rewards for cavalier should be as they are with a waiting period and acts 4 and five should have increased rewards to even the playing field a little. Drastic difference in difficulty over the last few years.
  • BitterSteelBitterSteel Member Posts: 9,264 ★★★★★

    gsil6374 said:


    Rosters and Champ Abilities have also grown with that.

    Right, because everyone who does uncollected has 6 stars Namor, Cull, and Nick Furry.

    You compared it to 2 years ago when it was introduced. People are most definitely more capable now than they were then. You don't need a 6* Cull, Namor, or Fury to do it. It hasn't become that difficult. The game has grown as well.
    Those who are recently becoming uncollected are not as capable as those who've been uncollected since it came out. They are doing more difficult events for the same rewards as 2 years ago. That’s only one of the reasons uncollected needs an update of rewards
    I'd consider it a serious design concern if people starting Uncollected were as capable as people doing it for years. You're not supposed to be as good at it at first.
    No you’re ignoring my point. I agree with what you’ve said there, it obviously would be a design flaw but that’s not what I’m saying. So I’ll explain again; if the level of uncollected is getting harder, but the level of players getting newly uncollected is remaining the same there is in issue. These new uncollected players will have to do a harder quest for the same reward.

    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.
  • GroundedWisdomGroundedWisdom Member Posts: 36,520 ★★★★★
    edited September 2019

    gsil6374 said:


    Rosters and Champ Abilities have also grown with that.

    Right, because everyone who does uncollected has 6 stars Namor, Cull, and Nick Furry.

    You compared it to 2 years ago when it was introduced. People are most definitely more capable now than they were then. You don't need a 6* Cull, Namor, or Fury to do it. It hasn't become that difficult. The game has grown as well.
    Those who are recently becoming uncollected are not as capable as those who've been uncollected since it came out. They are doing more difficult events for the same rewards as 2 years ago. That’s only one of the reasons uncollected needs an update of rewards
    I'd consider it a serious design concern if people starting Uncollected were as capable as people doing it for years. You're not supposed to be as good at it at first.
    No you’re ignoring my point. I agree with what you’ve said there, it obviously would be a design flaw but that’s not what I’m saying. So I’ll explain again; if the level of uncollected is getting harder, but the level of players getting newly uncollected is remaining the same there is in issue. These new uncollected players will have to do a harder quest for the same reward.

    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.
    If you want to call it that, people are playing at a 9. We know this because month after month, the majority of people are completing it, a small portion are finding it too hard because they're not advanced enough yet, and another small but growing portion are not challenged at all because they're past it. If you want to compare it to the very first UC, of course it's going to look different. It was the first run, and they were improving on it. I'm sorry, but I don't agree that Uncollected has changed greatly, and I'm not the only one who feels that way. What the real argument here is, is that there's some kind of shelf life for Rewards. Like It's past due to update them. While there may be some truth to examining them over time, it's not about how long they've gone untouched, it's about a number of other factors as well. Uncollected hasn't been around long enough to call it overdue.
  • WerewrymWerewrym Member Posts: 2,830 ★★★★★
    Uncollected has unquestionably become more difficult. Go watch videos of uncollected in 2017, it’s much different than it is now.
  • GroundedWisdomGroundedWisdom Member Posts: 36,520 ★★★★★
    Vdh2008 said:

    gsil6374 said:


    Rosters and Champ Abilities have also grown with that.

    Right, because everyone who does uncollected has 6 stars Namor, Cull, and Nick Furry.

    You compared it to 2 years ago when it was introduced. People are most definitely more capable now than they were then. You don't need a 6* Cull, Namor, or Fury to do it. It hasn't become that difficult. The game has grown as well.
    Those who are recently becoming uncollected are not as capable as those who've been uncollected since it came out. They are doing more difficult events for the same rewards as 2 years ago. That’s only one of the reasons uncollected needs an update of rewards
    I'd consider it a serious design concern if people starting Uncollected were as capable as people doing it for years. You're not supposed to be as good at it at first.
    No you’re ignoring my point. I agree with what you’ve said there, it obviously would be a design flaw but that’s not what I’m saying. So I’ll explain again; if the level of uncollected is getting harder, but the level of players getting newly uncollected is remaining the same there is in issue. These new uncollected players will have to do a harder quest for the same reward.

    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.
    I'm sorry, but I don't agree that Uncollected has changed greatly...
    See, this is where you lose credibility. It's not a matter of belief, it is a literal fact that UC level of the monthly EQ has increased in difficulty. It's been shown over and over again on these forums in these monthly EQ posts. People have shown screens from Dec 2017, and screens from 2019. The nodes are harder, there are more paths with nodes, the PIs have increased... It's not like you can just shut your eyes and pretend it's not real.
    Did they show the progression of the game, the Champs people are using and Ranks of said Champs, the size of the Rosters people have, and other factors? If you're only looking at the Quest itself and not the other factors, then sure. That's the problem with the argument. There's an expectation that anything which changes MUST be accompanied by more Rewards, regardless of the scale.
  • Vdh2008Vdh2008 Member Posts: 966 ★★★★

    Vdh2008 said:

    gsil6374 said:


    Rosters and Champ Abilities have also grown with that.

    Right, because everyone who does uncollected has 6 stars Namor, Cull, and Nick Furry.

    You compared it to 2 years ago when it was introduced. People are most definitely more capable now than they were then. You don't need a 6* Cull, Namor, or Fury to do it. It hasn't become that difficult. The game has grown as well.
    Those who are recently becoming uncollected are not as capable as those who've been uncollected since it came out. They are doing more difficult events for the same rewards as 2 years ago. That’s only one of the reasons uncollected needs an update of rewards
    I'd consider it a serious design concern if people starting Uncollected were as capable as people doing it for years. You're not supposed to be as good at it at first.
    No you’re ignoring my point. I agree with what you’ve said there, it obviously would be a design flaw but that’s not what I’m saying. So I’ll explain again; if the level of uncollected is getting harder, but the level of players getting newly uncollected is remaining the same there is in issue. These new uncollected players will have to do a harder quest for the same reward.

    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.
    I'm sorry, but I don't agree that Uncollected has changed greatly...
    See, this is where you lose credibility. It's not a matter of belief, it is a literal fact that UC level of the monthly EQ has increased in difficulty. It's been shown over and over again on these forums in these monthly EQ posts. People have shown screens from Dec 2017, and screens from 2019. The nodes are harder, there are more paths with nodes, the PIs have increased... It's not like you can just shut your eyes and pretend it's not real.
    Did they show the progression of the game, the Champs people are using and Ranks of said Champs, the size of the Rosters people have, and other factors? If you're only looking at the Quest itself and not the other factors, then sure. That's the problem with the argument. There's an expectation that anything which changes MUST be accompanied by more Rewards, regardless of the scale.
    You're not getting it...

    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.
  • V1PER1987V1PER1987 Member Posts: 3,474 ★★★★★

    You cavaliers need to understand that progression has become substantially more difficult for players who didn't aquire a roster of duplicated five stars before the release of dozens of new champions and champion buffs. Harder to duplicate champions, harder to beat the final act five quests that enable the ranking of those five star champions.In my opinion the rewards for cavalier should be as they are with a waiting period and acts 4 and five should have increased rewards to even the playing field a little. Drastic difference in difficulty over the last few years.

    You newer players need to stop having such an entitlement mindset. Increased rewards for earlier chapters to even the playing field? Why? Act 4 has already drastically decreased in difficulty and energy cost. Why should someone who has been playing for 1 year catch up to someone playing for 4 years?

    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.
  • GroundedWisdomGroundedWisdom Member Posts: 36,520 ★★★★★
    edited September 2019

    Werewrym said:

    Uncollected has unquestionably become more difficult. Go watch videos of uncollected in 2017, it’s much different than it is now.

    Especially if you never played UC at that time yet still want to tell those who did it hasn't changed.

    lol, now most paths have 2 nodes on them. Fighting the Mighty Charge and Aggressive path now. Reminds me of 2017!
    The Quests are clearly visible for anyone to see and compare online. You don't need to play it since then to know how it's changed. Further to that, I never said it hasn't changed. I said it hasn't changed beyond what people are capable of, and the game and Players have grown with it. People are going in with R2 6*s and R5 5*s now. Not to mention the Champs themselves have evolved since then. Of course It's changed. So have we. So has the game.
  • Newbie756Newbie756 Member Posts: 10
    I think the rewards are degraded
  • WoozieWoozie Member Posts: 479 ★★
    Are we actually going to talk about this Specific Quest at all or nah? Are the Uncollected Bosses hard?
  • GroundedWisdomGroundedWisdom Member Posts: 36,520 ★★★★★
    Mlee1829 said:

    Werewrym said:

    Uncollected has unquestionably become more difficult. Go watch videos of uncollected in 2017, it’s much different than it is now.

    Especially if you never played UC at that time yet still want to tell those who did it hasn't changed.

    lol, now most paths have 2 nodes on them. Fighting the Mighty Charge and Aggressive path now. Reminds me of 2017!
    The Quests are clearly visible for anyone to see and compare online. You don't need to play it since then to know how it's changed. Further to that, I never said it hasn't changed. I said it hasn't changed beyond what people are capable of, and the game and Players have grown with it. People are going in with R2 6*s and R5 5*s now. Not to mention the Champs themselves have evolved since then. Of course It's changed. So have we. So has the game.
    Bro you aren't getting it. Newly uncollected players have to play a significantly more difficult UC eq than when UC EQ started. There is no denying that.
    That's because UC was new when it started, the game was where it was 2 years ago, and it hadn't evolved to where we are now. People starting the game now have an easier time than they did 2 years ago as well. Things grow and evolve over time.
  • DNA3000DNA3000 Member, Guardian Posts: 19,519 Guardian

    Werewrym said:

    Uncollected has unquestionably become more difficult. Go watch videos of uncollected in 2017, it’s much different than it is now.

    Especially if you never played UC at that time yet still want to tell those who did it hasn't changed.

    lol, now most paths have 2 nodes on them. Fighting the Mighty Charge and Aggressive path now. Reminds me of 2017!
    The Quests are clearly visible for anyone to see and compare online. You don't need to play it since then to know how it's changed. Further to that, I never said it hasn't changed. I said it hasn't changed beyond what people are capable of, and the game and Players have grown with it. People are going in with R2 6*s and R5 5*s now. Not to mention the Champs themselves have evolved since then. Of course It's changed. So have we. So has the game.
    No other content in the game has increased in difficulty w/o ever increasing rewards IIRC.
    Actually, Kabam stated that Master difficulty was also tweaked over time to be more difficult before they introduced Uncollected. And they gave their reasons for doing so when they introduced Uncollected: the top tier of difficulty for the monthly quest was different from the other difficulties in that the lower tier difficulties had fixed difficulty but the top tier difficulty adjusted over time relative to the players tackling it: as players got strong on average, the difficulty rose to match. This was to compromise between the need to have the difficulty be relatively stable and the need to have difficulty tiers that targeted higher progress players. As they couldn't keep adding difficulty tiers, they "floated" the top tier difficulty. When they added Uncollected, they simultaneously dramatically lowered Master difficulty to where the difficulty curve of the lower tiers suggested it "ought" to be, as it no longer needed to fulfill the extra job of addressing a wider range of higher progression players.

    So Uncollected isn't doing anything Master before it didn't do.

  • ButtehrsButtehrs Member Posts: 5,709 ★★★★★
    DNA3000 said:

    Werewrym said:

    Uncollected has unquestionably become more difficult. Go watch videos of uncollected in 2017, it’s much different than it is now.

    Especially if you never played UC at that time yet still want to tell those who did it hasn't changed.

    lol, now most paths have 2 nodes on them. Fighting the Mighty Charge and Aggressive path now. Reminds me of 2017!
    The Quests are clearly visible for anyone to see and compare online. You don't need to play it since then to know how it's changed. Further to that, I never said it hasn't changed. I said it hasn't changed beyond what people are capable of, and the game and Players have grown with it. People are going in with R2 6*s and R5 5*s now. Not to mention the Champs themselves have evolved since then. Of course It's changed. So have we. So has the game.
    No other content in the game has increased in difficulty w/o ever increasing rewards IIRC.
    Actually, Kabam stated that Master difficulty was also tweaked over time to be more difficult before they introduced Uncollected. And they gave their reasons for doing so when they introduced Uncollected: the top tier of difficulty for the monthly quest was different from the other difficulties in that the lower tier difficulties had fixed difficulty but the top tier difficulty adjusted over time relative to the players tackling it: as players got strong on average, the difficulty rose to match. This was to compromise between the need to have the difficulty be relatively stable and the need to have difficulty tiers that targeted higher progress players. As they couldn't keep adding difficulty tiers, they "floated" the top tier difficulty. When they added Uncollected, they simultaneously dramatically lowered Master difficulty to where the difficulty curve of the lower tiers suggested it "ought" to be, as it no longer needed to fulfill the extra job of addressing a wider range of higher progression players.

    So Uncollected isn't doing anything Master before it didn't do.

    But that's not what eq is meant for. That's what story and permanent stuff is for. Eq is extremely limited time events. It's not supposed to get harder just because a portion of the playerbase gets stronger. Your supposed to introduce harder content aka cavalier or epic.
  • RagamugginGunnerRagamugginGunner Member Posts: 2,210 ★★★★★
    DNA3000 said:

    Werewrym said:

    Uncollected has unquestionably become more difficult. Go watch videos of uncollected in 2017, it’s much different than it is now.

    Especially if you never played UC at that time yet still want to tell those who did it hasn't changed.

    lol, now most paths have 2 nodes on them. Fighting the Mighty Charge and Aggressive path now. Reminds me of 2017!
    The Quests are clearly visible for anyone to see and compare online. You don't need to play it since then to know how it's changed. Further to that, I never said it hasn't changed. I said it hasn't changed beyond what people are capable of, and the game and Players have grown with it. People are going in with R2 6*s and R5 5*s now. Not to mention the Champs themselves have evolved since then. Of course It's changed. So have we. So has the game.
    No other content in the game has increased in difficulty w/o ever increasing rewards IIRC.
    Actually, Kabam stated that Master difficulty was also tweaked over time to be more difficult before they introduced Uncollected. And they gave their reasons for doing so when they introduced Uncollected: the top tier of difficulty for the monthly quest was different from the other difficulties in that the lower tier difficulties had fixed difficulty but the top tier difficulty adjusted over time relative to the players tackling it: as players got strong on average, the difficulty rose to match. This was to compromise between the need to have the difficulty be relatively stable and the need to have difficulty tiers that targeted higher progress players. As they couldn't keep adding difficulty tiers, they "floated" the top tier difficulty. When they added Uncollected, they simultaneously dramatically lowered Master difficulty to where the difficulty curve of the lower tiers suggested it "ought" to be, as it no longer needed to fulfill the extra job of addressing a wider range of higher progression players.

    So Uncollected isn't doing anything Master before it didn't do.

    So they dropped master difficulty AND increased the rewards. Not sure how that's supposed to prove that UC isn't the only part of the game to get harder and NEVER get a rewards increase. Maybe a few more paragraphs will help?
  • DNA3000DNA3000 Member, Guardian Posts: 19,519 Guardian

    DNA3000 said:

    Werewrym said:

    Uncollected has unquestionably become more difficult. Go watch videos of uncollected in 2017, it’s much different than it is now.

    Especially if you never played UC at that time yet still want to tell those who did it hasn't changed.

    lol, now most paths have 2 nodes on them. Fighting the Mighty Charge and Aggressive path now. Reminds me of 2017!
    The Quests are clearly visible for anyone to see and compare online. You don't need to play it since then to know how it's changed. Further to that, I never said it hasn't changed. I said it hasn't changed beyond what people are capable of, and the game and Players have grown with it. People are going in with R2 6*s and R5 5*s now. Not to mention the Champs themselves have evolved since then. Of course It's changed. So have we. So has the game.
    No other content in the game has increased in difficulty w/o ever increasing rewards IIRC.
    Actually, Kabam stated that Master difficulty was also tweaked over time to be more difficult before they introduced Uncollected. And they gave their reasons for doing so when they introduced Uncollected: the top tier of difficulty for the monthly quest was different from the other difficulties in that the lower tier difficulties had fixed difficulty but the top tier difficulty adjusted over time relative to the players tackling it: as players got strong on average, the difficulty rose to match. This was to compromise between the need to have the difficulty be relatively stable and the need to have difficulty tiers that targeted higher progress players. As they couldn't keep adding difficulty tiers, they "floated" the top tier difficulty. When they added Uncollected, they simultaneously dramatically lowered Master difficulty to where the difficulty curve of the lower tiers suggested it "ought" to be, as it no longer needed to fulfill the extra job of addressing a wider range of higher progression players.

    So Uncollected isn't doing anything Master before it didn't do.

    So they dropped master difficulty AND increased the rewards. Not sure how that's supposed to prove that UC isn't the only part of the game to get harder and NEVER get a rewards increase. Maybe a few more paragraphs will help?
    They did not increase Master rewards as they varied its difficulty up and down, prior to the introduction of UC.
  • DNA3000DNA3000 Member, Guardian Posts: 19,519 Guardian
    Buttehrs said:

    DNA3000 said:

    Werewrym said:

    Uncollected has unquestionably become more difficult. Go watch videos of uncollected in 2017, it’s much different than it is now.

    Especially if you never played UC at that time yet still want to tell those who did it hasn't changed.

    lol, now most paths have 2 nodes on them. Fighting the Mighty Charge and Aggressive path now. Reminds me of 2017!
    The Quests are clearly visible for anyone to see and compare online. You don't need to play it since then to know how it's changed. Further to that, I never said it hasn't changed. I said it hasn't changed beyond what people are capable of, and the game and Players have grown with it. People are going in with R2 6*s and R5 5*s now. Not to mention the Champs themselves have evolved since then. Of course It's changed. So have we. So has the game.
    No other content in the game has increased in difficulty w/o ever increasing rewards IIRC.
    Actually, Kabam stated that Master difficulty was also tweaked over time to be more difficult before they introduced Uncollected. And they gave their reasons for doing so when they introduced Uncollected: the top tier of difficulty for the monthly quest was different from the other difficulties in that the lower tier difficulties had fixed difficulty but the top tier difficulty adjusted over time relative to the players tackling it: as players got strong on average, the difficulty rose to match. This was to compromise between the need to have the difficulty be relatively stable and the need to have difficulty tiers that targeted higher progress players. As they couldn't keep adding difficulty tiers, they "floated" the top tier difficulty. When they added Uncollected, they simultaneously dramatically lowered Master difficulty to where the difficulty curve of the lower tiers suggested it "ought" to be, as it no longer needed to fulfill the extra job of addressing a wider range of higher progression players.

    So Uncollected isn't doing anything Master before it didn't do.

    But that's not what eq is meant for. That's what story and permanent stuff is for. Eq is extremely limited time events. It's not supposed to get harder just because a portion of the playerbase gets stronger. Your supposed to introduce harder content aka cavalier or epic.
    Apparently the people who make the game disagree with you.

    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.
  • RadmelaRadmela Member Posts: 1
    Abı yapacağınız oyunun amk böyle bir rezalet yok adam yapay zeka 2. Özel yetenek sırasında darbenin ortasında nasıl kalkan tutuyor siliyorum oyunu emek veren herkesin amk
  • ButtehrsButtehrs Member Posts: 5,709 ★★★★★
    DNA3000 said:

    Buttehrs said:

    DNA3000 said:

    Werewrym said:

    Uncollected has unquestionably become more difficult. Go watch videos of uncollected in 2017, it’s much different than it is now.

    Especially if you never played UC at that time yet still want to tell those who did it hasn't changed.

    lol, now most paths have 2 nodes on them. Fighting the Mighty Charge and Aggressive path now. Reminds me of 2017!
    The Quests are clearly visible for anyone to see and compare online. You don't need to play it since then to know how it's changed. Further to that, I never said it hasn't changed. I said it hasn't changed beyond what people are capable of, and the game and Players have grown with it. People are going in with R2 6*s and R5 5*s now. Not to mention the Champs themselves have evolved since then. Of course It's changed. So have we. So has the game.
    No other content in the game has increased in difficulty w/o ever increasing rewards IIRC.
    Actually, Kabam stated that Master difficulty was also tweaked over time to be more difficult before they introduced Uncollected. And they gave their reasons for doing so when they introduced Uncollected: the top tier of difficulty for the monthly quest was different from the other difficulties in that the lower tier difficulties had fixed difficulty but the top tier difficulty adjusted over time relative to the players tackling it: as players got strong on average, the difficulty rose to match. This was to compromise between the need to have the difficulty be relatively stable and the need to have difficulty tiers that targeted higher progress players. As they couldn't keep adding difficulty tiers, they "floated" the top tier difficulty. When they added Uncollected, they simultaneously dramatically lowered Master difficulty to where the difficulty curve of the lower tiers suggested it "ought" to be, as it no longer needed to fulfill the extra job of addressing a wider range of higher progression players.

    So Uncollected isn't doing anything Master before it didn't do.

    But that's not what eq is meant for. That's what story and permanent stuff is for. Eq is extremely limited time events. It's not supposed to get harder just because a portion of the playerbase gets stronger. Your supposed to introduce harder content aka cavalier or epic.
    Apparently the people who make the game disagree with you.

    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.
    That may be true when UC first came out, but it has been nearly 2 years. The amount of resources and new epic difficulties of special events prove that UC is no longer top dog and therefore they need to find both a way to keep UC stabilized AND introduce the next step up, especially with r3 6* on the horizon. Those r3 6* are going to blow past UC with such ease that theyll have no choice but to finally get something higher out there. Now part of that problem is energy consumption. No one will have enough free energy to do 6 levels of EQ and story or special events. But then again no one is forced to do all 6 either.
  • DNA3000DNA3000 Member, Guardian Posts: 19,519 Guardian
    Buttehrs said:

    DNA3000 said:

    Buttehrs said:

    DNA3000 said:

    Werewrym said:

    Uncollected has unquestionably become more difficult. Go watch videos of uncollected in 2017, it’s much different than it is now.

    Especially if you never played UC at that time yet still want to tell those who did it hasn't changed.

    lol, now most paths have 2 nodes on them. Fighting the Mighty Charge and Aggressive path now. Reminds me of 2017!
    The Quests are clearly visible for anyone to see and compare online. You don't need to play it since then to know how it's changed. Further to that, I never said it hasn't changed. I said it hasn't changed beyond what people are capable of, and the game and Players have grown with it. People are going in with R2 6*s and R5 5*s now. Not to mention the Champs themselves have evolved since then. Of course It's changed. So have we. So has the game.
    No other content in the game has increased in difficulty w/o ever increasing rewards IIRC.
    Actually, Kabam stated that Master difficulty was also tweaked over time to be more difficult before they introduced Uncollected. And they gave their reasons for doing so when they introduced Uncollected: the top tier of difficulty for the monthly quest was different from the other difficulties in that the lower tier difficulties had fixed difficulty but the top tier difficulty adjusted over time relative to the players tackling it: as players got strong on average, the difficulty rose to match. This was to compromise between the need to have the difficulty be relatively stable and the need to have difficulty tiers that targeted higher progress players. As they couldn't keep adding difficulty tiers, they "floated" the top tier difficulty. When they added Uncollected, they simultaneously dramatically lowered Master difficulty to where the difficulty curve of the lower tiers suggested it "ought" to be, as it no longer needed to fulfill the extra job of addressing a wider range of higher progression players.

    So Uncollected isn't doing anything Master before it didn't do.

    But that's not what eq is meant for. That's what story and permanent stuff is for. Eq is extremely limited time events. It's not supposed to get harder just because a portion of the playerbase gets stronger. Your supposed to introduce harder content aka cavalier or epic.
    Apparently the people who make the game disagree with you.

    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.
    That may be true when UC first came out, but it has been nearly 2 years. The amount of resources and new epic difficulties of special events prove that UC is no longer top dog and therefore they need to find both a way to keep UC stabilized AND introduce the next step up, especially with r3 6* on the horizon.
    UC is the "top dog" in terms of the monthly quest. Other events have their own separate difficulty tiers and tier requirements. Just because an event contains an epic difficulty that is higher than that month's UC, that doesn't mean there's a specific problem with UC, because there's no law that says the normal monthly events must contain the highest difficulty of all events. It is more the reverse than anything.

    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.
  • TehsigzorzTehsigzorz Member Posts: 1,233 ★★★★
    DNA3000 said:

    Buttehrs said:

    DNA3000 said:

    Buttehrs said:

    DNA3000 said:

    Werewrym said:

    Uncollected has unquestionably become more difficult. Go watch videos of uncollected in 2017, it’s much different than it is now.

    Especially if you never played UC at that time yet still want to tell those who did it hasn't changed.

    lol, now most paths have 2 nodes on them. Fighting the Mighty Charge and Aggressive path now. Reminds me of 2017!
    The Quests are clearly visible for anyone to see and compare online. You don't need to play it since then to know how it's changed. Further to that, I never said it hasn't changed. I said it hasn't changed beyond what people are capable of, and the game and Players have grown with it. People are going in with R2 6*s and R5 5*s now. Not to mention the Champs themselves have evolved since then. Of course It's changed. So have we. So has the game.
    No other content in the game has increased in difficulty w/o ever increasing rewards IIRC.
    Actually, Kabam stated that Master difficulty was also tweaked over time to be more difficult before they introduced Uncollected. And they gave their reasons for doing so when they introduced Uncollected: the top tier of difficulty for the monthly quest was different from the other difficulties in that the lower tier difficulties had fixed difficulty but the top tier difficulty adjusted over time relative to the players tackling it: as players got strong on average, the difficulty rose to match. This was to compromise between the need to have the difficulty be relatively stable and the need to have difficulty tiers that targeted higher progress players. As they couldn't keep adding difficulty tiers, they "floated" the top tier difficulty. When they added Uncollected, they simultaneously dramatically lowered Master difficulty to where the difficulty curve of the lower tiers suggested it "ought" to be, as it no longer needed to fulfill the extra job of addressing a wider range of higher progression players.

    So Uncollected isn't doing anything Master before it didn't do.

    But that's not what eq is meant for. That's what story and permanent stuff is for. Eq is extremely limited time events. It's not supposed to get harder just because a portion of the playerbase gets stronger. Your supposed to introduce harder content aka cavalier or epic.
    Apparently the people who make the game disagree with you.

    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.
    That may be true when UC first came out, but it has been nearly 2 years. The amount of resources and new epic difficulties of special events prove that UC is no longer top dog and therefore they need to find both a way to keep UC stabilized AND introduce the next step up, especially with r3 6* on the horizon.
    UC is the "top dog" in terms of the monthly quest. Other events have their own separate difficulty tiers and tier requirements. Just because an event contains an epic difficulty that is higher than that month's UC, that doesn't mean there's a specific problem with UC, because there's no law that says the normal monthly events must contain the highest difficulty of all events. It is more the reverse than anything.

    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.
    I disagree with why they wont put new difficulty in. They have added tons of content that only a very small percentage of playerbase can achieve so thats not the major problem. What kabam are really looking for is the durability of a new mode. They want to keep the playerbase interested in the new diffculty and not be able to clear it extremely fast with rank 3s for example. What I think will happen is that they will introduce a new difficulty when 6.4 releases and tune it for rank 4 and 5s and then make 6 star rank 3s more accessible.
  • GroundedWisdomGroundedWisdom Member Posts: 36,520 ★★★★★
    There's also the Reward factor. Having another Difficulty means having Rewards that are significantly increased from Uncollected. Which means the game must be at the stage that it's ready for that kind of flow.
  • DNA3000DNA3000 Member, Guardian Posts: 19,519 Guardian

    DNA3000 said:

    Buttehrs said:

    DNA3000 said:

    Buttehrs said:

    DNA3000 said:

    Werewrym said:

    Uncollected has unquestionably become more difficult. Go watch videos of uncollected in 2017, it’s much different than it is now.

    Especially if you never played UC at that time yet still want to tell those who did it hasn't changed.

    lol, now most paths have 2 nodes on them. Fighting the Mighty Charge and Aggressive path now. Reminds me of 2017!
    The Quests are clearly visible for anyone to see and compare online. You don't need to play it since then to know how it's changed. Further to that, I never said it hasn't changed. I said it hasn't changed beyond what people are capable of, and the game and Players have grown with it. People are going in with R2 6*s and R5 5*s now. Not to mention the Champs themselves have evolved since then. Of course It's changed. So have we. So has the game.
    No other content in the game has increased in difficulty w/o ever increasing rewards IIRC.
    Actually, Kabam stated that Master difficulty was also tweaked over time to be more difficult before they introduced Uncollected. And they gave their reasons for doing so when they introduced Uncollected: the top tier of difficulty for the monthly quest was different from the other difficulties in that the lower tier difficulties had fixed difficulty but the top tier difficulty adjusted over time relative to the players tackling it: as players got strong on average, the difficulty rose to match. This was to compromise between the need to have the difficulty be relatively stable and the need to have difficulty tiers that targeted higher progress players. As they couldn't keep adding difficulty tiers, they "floated" the top tier difficulty. When they added Uncollected, they simultaneously dramatically lowered Master difficulty to where the difficulty curve of the lower tiers suggested it "ought" to be, as it no longer needed to fulfill the extra job of addressing a wider range of higher progression players.

    So Uncollected isn't doing anything Master before it didn't do.

    But that's not what eq is meant for. That's what story and permanent stuff is for. Eq is extremely limited time events. It's not supposed to get harder just because a portion of the playerbase gets stronger. Your supposed to introduce harder content aka cavalier or epic.
    Apparently the people who make the game disagree with you.

    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.
    That may be true when UC first came out, but it has been nearly 2 years. The amount of resources and new epic difficulties of special events prove that UC is no longer top dog and therefore they need to find both a way to keep UC stabilized AND introduce the next step up, especially with r3 6* on the horizon.
    UC is the "top dog" in terms of the monthly quest. Other events have their own separate difficulty tiers and tier requirements. Just because an event contains an epic difficulty that is higher than that month's UC, that doesn't mean there's a specific problem with UC, because there's no law that says the normal monthly events must contain the highest difficulty of all events. It is more the reverse than anything.

    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.
    I disagree with why they wont put new difficulty in. They have added tons of content that only a very small percentage of playerbase can achieve so thats not the major problem. What kabam are really looking for is the durability of a new mode. They want to keep the playerbase interested in the new diffculty and not be able to clear it extremely fast with rank 3s for example. What I think will happen is that they will introduce a new difficulty when 6.4 releases and tune it for rank 4 and 5s and then make 6 star rank 3s more accessible.
    Permanent content can be made so difficult that few people can do it when it first comes out, and the playerbase has to grow into it: things like Labyrinth for example can be made "durable." The reason is specifically because it is in fact permanent: people have an unlimited amount of time to grow into it. Ditto Act 6.

    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.
  • bhairy42bhairy42 Member Posts: 15
    edited September 2019
    Firstly, MCoC is great game and a lot of fun.....when it’s actually working. However, as time goes by we are constantly being greeted by disappointing EQ rewards, even worse side events and bug after bug after bug. Naturally, it’s takes days sometimes just hours to remove bugs that benefit the players but months and months to “adjust” UC rewards for the good of the community. Unless you plan on whaling out on Cavalier crystals, it’s basically a waste of time and effort going for cavalier. Get your act together KABAM and while you’re at it, sort out the bug fiasco :-)
  • GroundedWisdomGroundedWisdom Member Posts: 36,520 ★★★★★
    BENJI830 said:

    ZERO UNITS for Uncollected, when all other difficulties are +150 units? Is that the way it’s always been?

    Yes.
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