This will be a long post. Probably too long. If you are not interested in debating the ideas in the OP, I would recommend you stop reading now. If you would like to personally attack me and not debate the actual ideas in this post, I am c2vs on line. Feel free to send me all the nasty attacks you can. The mods have enough on their plate without responding to hurt feelings.
Still with me?
I recently started a new topic here that turned into a straight-up dumpster within 10 minutes of posting. The crime in question? (besides me stirring the pot intentionally knowing the response that was coming no matter how the rest of the post was written) Asking for greater difficulty for end game players.
E&P is a grind. And while that is half the fun, as players progress there is a demand or at the very least hope for fresh content that can keep the player base engaged for longer and longer periods. In my opinion, this is the perfect opportunity to introduce challenges, events, and content with increasing difficulty. To, SG’s credit I believe they are currently in the process of doing this…but I believe they are doing so in a very tempered manner.
Why are they afraid of adding truly difficult new challenges (with matching reward structures)? It is my opinion that a vocal and impatient younger (in gameplay or ability, not age) player base hinders these potential new features. That statement will make many users upset or at the very least they will vehemently disagree with me. Let me explain
There is a wide range of players here and everyone wants the newest and best content right now. New content is fun, rewarding, and offers a fun break from farming. But I do not believe that all new content needs to be nerfed down to the lowest common denominator. There is more than enough currently built into the game to keep your average 1-6-month-old play plenty busy and just because the content is there in the game, doesn’t mean that it needs to be accessible to all players.
New players should be building out their teams, learning game mechanics, figuring out hero synergies, pushing through the map levels, building their 3* and 4* benches, figuring out to how hit titans effectively and building teams around that aspect of the game, fleshing out 6 war teams that are serviceable to their current level, and participating in all the great new content that is already in place (and is scalable for all players) like:
- some of the raid tournaments
- challenge events
- seasonal events
- emblem quests
- rare quests
All of the aforementioned items ARE 100% scalable for your level of play. Your current roster and skill level allow you to earn the rewards that are appropriate for your current gameplay.
- A 3-week old player may be able to get a few levels into a rare quest. but then they are gated by their inability to compete against harder enemies. That is excellent. Why do they need a tome after less than a month of gameplay? they can focus on more important things like building their teams out to complete the map or be better in raids in the gold arena.
- An 8-month-old player may need to blast a challenge events stage 15 legendary with battle items to finish it, but the rewards are GREAT and will help them get over the hump with stronger heroes that may allow them to start winning in Platinum raids
- An 18-month-old player may autoplay rare quest, emblem quests, and much of the seasonal event to get their 4*AMs and emblems that are helpful for staying relevant as an endgame player, but certainly won’t change their ability to finish every last challenge that is thrown at them currently.
All of these scenarios are fair and perfectly balanced and I love that. When I could BARELY finish the second stage of the emblem quests I was motivated to get better. I didn’t ask for them to be made easier. When I couldn’t finish legendary in the challenge events, I asked for help, crafted a bunch of items, and carpet-bombed the last three levels to finally make it through. I was so happy. Not that it was dumbed down so I could easily finish it, but because I had grown as a player and could finally complete it.
So all that being said. Back to the original question.
Why can’t we have more difficult challenges without pitchforks and torches being pulled out?
There is lots of scalable content out there for all levels of players. But because some loud voices can’t/won’t put in the time to grow their rosters as later stage players did, the game cant implements some truly fun content.
POV is a case study for my point.
POV was and is a near-perfect event. Both premium and free rewards that were quite good. You had the ability to finish the path with even a moderately built out roster if you were committed enough. It encouraged planning and daily play. And most of all it was fun and new.
But I you not, it was less than 6 hours before complaint threads popped up on this forum. POV is too hard. POV is P2W. POV isn’t fair because I don’t have the time. POV isn’t fair because I can’t finish it. (all of which are falsehoods and I would be happy to debate these specific points with you elsewhere if we can agree that Fair means that everyone has the opportunity, not ability)
No drive to get better as a player. Just gimme my rewards. I would hope that a group of gamers would be looking for a challenge, not a handout.
So why can’t we have harder content? In my opinion:
- Newer players believe all features should be able to be completed at their current level.
– I believe this is just something that should be flat out ignored. You can’t make everyone happy and if those players are committed enough, they will grow their team and be able to compete soon enough. If they aren’t, they will stop playing anyway and appearing short term players is no way to manage a game
- There is an overabundance of fear that any new feature only further separates endgame players for those that strive to get there.
– I understand this fear. I used to have this fear, that I would never catch up. But it is unfounded. Top-end rewards have diminishing rewards for top players. How impactful are a scope and a ring for me today? not very. It is nice to have but will not change my overall ability to compete and win. Tyr is excited about slipping rings on to his non-bladed wolverine hand in a few days and the scope gets me up to 6 but I will wait to ascend anyone since my blue 5*s are in good shape and I’m not in any hurry to ascend heroes that aren’t specifically needed. So calm your jets. I climbed the mountain and In a year’s time from my start date can beat most teams. You can catch up too. and when you get there, you will want a new challenge too.
- SOME F2P and C2P are overly sensitive to the game’s progress and need to make money, thus hindering new content development.
– I think the P2W term is stupid. You can pay to advance. You can pay to go faster. But there is no try pay to win going on. That being said, SG has toed the line several times and I hope they continue to keep some balance here.
– On that same note, SG is a business. It is their duty to create a platform that encourages people to spend on the game. Unless they are straight-up selling Guins and Finleys in the store I say let it roll. If someone wants to spend a grand a month, let them. They are literally funding the game for F2P players. If someone wants to take the slow route as a F2P player, that’s fine too. It just doesn’t give you the moral high ground since you are F2P.
– Shooting down new content because you have CHOSEN to not pay into a game you spend hours in is foolish. Let the game progress.
Should the game have harder features for more advanced players? If so what kinds of features would you like to see? If not, why?
Ok…I think that’s it. I am hoping for a constructive conversation.