When mobile game Jurassic World was first introduced (6 years ago?) you could buy a physical card that you could scan with your phone to use that card in a battle. You couldn’t level up the card though like you could the virtual cards in-game.
I haven’t played that in many, many months now but I think they phased that out eventually.
It always seemed to me that in general people using iOS were more likely to spend on apps than people using Android. Maybe it’s the mindset of the Linux open-source crowd (of which I confess I am one).
I understand that, trust me. I sold off a good chunk of my M:tG collection to buy a new whole-house generator. I was into Magic before the secondary market showed up, people stopped using the ante rule really, really fast when that happened.
Sadly, I can’t find my old main play deck. That will pay for most of my new car when I find it.
Yep. It’s why I am still using significantly older versions of Office, etc. I don’t need the latest Office 365 subscription, nor do I need to re-write all my custom macros.
I used to be a IT guy in addition to my accounting work. Working at non-profits, we sometimes weren’t on anything remotely current, but we renewed support as needed. What’s truly scary is car manufacturers are trying that crap.
Got tired to waiting for something to happen with this game. After playing for 2.5 years I have finally quit and moved on to another much better game than this. Unless something drastically changes in this game I don’t plan on coming back. Over the years the game has become a bore and everything is behind a paywall.
SG has been too busy chasing the money to realize that they are slowly killing this game.
When you look at PC gaming, 3 years is a long time and games keep improving, at least graphically. Even old games like WOW gets a complete graphical overhaul.
This E&P, when when newly released, looked dated with with it’s 2D looks (yet still consuming a fair amount of battery life). New heroes are still drawn like amateur.
No improvement to gameplay and all new features are masked behind a money grab.
I forum like release notes for the same reason I tip waiters in the US.
@Petri and @mhalttu are doing an excellent job. SGG does not have to give us release notes or explain alliance war.
But just because I tip my waiter, I do not like some corporation practices ( looking at you ridiculous no compete cause for sandwich shop, and you large corporations taking Small Business grants because of loophole lawmakers put in from your million dollar lobbying)
I just ate really upset at the grindy direction a unique, and fun, game is determined to continue down.
Because a game can be less grinding and profitable. Other billion dollar games have proved this. SGG could be a force for change. But they have become so jaded after Oddwings.
Where Niantic was incredibly lucky with Google buying them out before they became jaded. Allowing them to continue making decisions based on hope instead of fear.
Click for discussion of Domino's Pizza revitalization
I highly respect @Petri, and @mhalttu, I could never do their jobs. I tend to get into trouble at each new job for trying to fix things. After 10+ years at the new position, I eventually except the status quo.
But no reason to put up with Alchemy lab, or Hero academy, when trying to relax.
Like emblems, costumes are a huge missed opportunity.
SGG could have added costumes to all summons, gem based and recruit based.
Classic 3* heroes appear in all gem based hero summons ( that is another rant ) so why not costumes.
Costumes could add OPTIONAL hero rebalance.
Costumes already change base stats and could change even mana speed. So costumes could be used to rebalance a hero, post release, without forcing a player to use the rebalanced hero.
Like the original hero, use it without a costume. Like the rebalanced costume, use the costume.
Weak limited time heroes ( looking at you Guardian Owl ) could be fixed by adding one, or more, costumes.
The fast meta could be addressed by having different mana speed for different costumes. Dislike slow heroes, use an average speed costume. Think Thoth-Amun is underpowered at fast mana speed, use the slow mana speed costume that creates reflect purple minions for all allies.
Costumes still have to be leveled independently of the default/ base costume ( that is another rant ) but the permanent buff costumes give can also help with harmful power creep turning it into less harmful power creep.
Adding a shop where players could buy costumers for heroes in their roster would solve the merciless RNG problem, but not the problem with getting the heroes ( that is another rant ).
You are not wrong ( see notes )
But we have had weak 5* HotM even without a recent rebalance/ post release nerf ( 5* HotM costumes could even help with this situation ).
SGG wants harmful power creep to make money ( see notes ), but not runaway harmful power creep.
So new users, and F2P/ C2P users, suffer Elo rating deflation ( see notes )
MMO Mine craft, and Single player Fall out, show that player based mods ( even if just skins ) can crowdsource improvements to the game. These improvements can then be officially incorporated into the official game code.
But from the last three years, it has become apparent that SGG has no intention of adding improvements to the game, only more ways to charge players for micro transactions.
I miss the original Free 2 Play, Pay 2 Play, Pay 2 Win balance of the game meta.
So I am not surprised that 3* / 4* limited heroes are basically ignored by Devs. The business model is set in stone. I just shrug and moved on with my life.
But the single most painful Devs decision was making a yellow 4* HEALER a limited edition hero available once per year.
Tim admits yellow 4* are unbalanced ( see notes ).
Wu Kong stands out not just because they are a titan damage booster, but because most yellow 4* heroes are defensive, weak, or both, in a game were 4* heroes are the core of Free 2 Play and Cheap 2 Player.
While not as painful, the same is true of 3* limited availability healers.
If 3* / 4* limited availability healers get costumes, that will just add further insult to the injury done to Free 2 Play and Cheap 2 Play.
Lack of Quality of Life improvements actually help freemium business model.
Lack of 3* / 4* hero balancing ( see notes ) actually help freemium business model.
With successful freemium business models built heavily on Fear Of Missing Out, freemium games seem to be moving away from fun, moving away from being a job and moving towards being a gilded cage that tries to beat other freemium games not by being more fun, easier to play, or a great group activity but by being a cage that locks the player’s life up.
A cage that encourages them to draw in their family, and friends, because the cage has become the player’s ONLY "leisure" activity. And thus the only thing they CAN have in common with their social circle. Like an exhausted, distressed swimmer caught in a merciless riptide they do not understand, and dragging down other novice swimmers who try to help, with no professional lifeguard in sight.