The starting point would be to simplify…
Before specifics or adjustments — if you look at what’s built it’s gotten more complicated.
For example — there are now 3 types of coins, multiple bonus chests to fill, a never ending parade of 5*s, Multiple Dailies layered on the UX and in a drawer under a name like PoV, keys, different styles, summon receipts, etc
But with everything added — particularly seasons — the rewards seem redistributed — rather than IncreaseD
That’s fine when you run a loop — kill a Titan, do some raids, tackle an event, kill mobs — it’s reasonably complex — if you get nothing; it’s very replayable
But when you have to assemble everything through an increasingly complicated mechanism — it takes more time; which means more time on complicated tasks and less time On fun —
It’s simply not fun to gather Atlantis coins anymore, or need to keep spreadsheets just to finish
Look at the amount of data gathering posts here that have gone from figuring things out to trying to demonstrate there is an issue
After S3 — it feels overly complicated in a bad way, not a challenging way. I don’t think folks are incorrect in stating they feel like a captive audience where this complexity (which I’m guessing exists partially to put friction between steamrolling content) getting in the way
It’s short circuiting the FOMO pressure many mobile games need. Thing is — the whole thing is built on the ramp up — that’s not something that pivots overnight … and data analysis alone can’t communicate what folks are discussing in other areas —
Simplification, IMO, is badly needed — even if the drop rates don’t change; people would feel better if treading water didn’t mean so much time or things were being design around them rather than improved.
Good start would be dropping WE costs on S1 once you kill The boss / reach a certain level
Alternately awarding insane (like 1 in 10 million+ ) heroes as a bonus for finishing a world… unfarmable… but worthy of a screenshot… that little face at the end