Utility
My original hopes for Lab, and Academy, were something like Training camp 20, something players would race to build.
Then something like 4x Iron storage level 20, something that benefits all play styles.
Now it is more like 4th house level 20, or 4th forge level 20, something you do when bored and using up extra iron.
Version 2.0
Keeping that utility in mind, I actually really like two changes
The ability to change same rarity to same rarity ( looking at you 1* ascension items) [Thank you SGG for listening
]
The ability to use at least 1x of every outcome, minus the outcome you want, to guarantee an outcome. Example using every 1* battle item except 1* mana potion to guarantee a 1* mana potion. ( looking at you kits/ backpacks, and mana items ). THIS should be explicitly explained in an in game tutorial!!!!!!!!!
[Thank you SGG for at least removing merciless RNG from one of the new updates - though I am not filled to the brim with joy].
This actually works because you can use all the ascension items, and battle items you do not like, and be guaranteed an output of something you do like.
The only problem is you will likely end up with an output you like, but still have too much instead of flattering you streaks. And the play styles that would benefit from it, cannot afford the cost in resources and time.
Or you can guarantee an single outcome by sacrificing at least 1x of all items so you are likely to include items you do not want to lose to gain something better ( looking at you kit/ backpacks versus rugged clothes, looking at you dragon attacks versus tornadoes ). Which I would consider a great design decision if it was more affordable.
Currently it is just better to farm for missing ingredients during Atlantis Rising.
Click for off topic rant about small teams
As a game modder myself, this is one decision ( Atlantis Rising) that seemed good at the time, but is actually causing lots of unintended difficultly with the rest of the planned roadmap ( this can be inferred from Path of Valor relics only working for Season 1 ) but fixing it would require a huge investment in adjusting the roadmap or adjusting Empires loot system or both.
I think this really shows that a small team can accomplish a lot, but by its very nature is constrained to a limited amount of development cycles. At a certain point in a company’s life cycle it has to grow to meet demands for its products, or sell its business to a company that can scale it up.
The prime reason being competitors can always bring more staff/ resources than the original. Reminds me of Empire raids were players get X raid energy per hour, and a set amount of heroes, but attackers can bring effectively limitless raid energy, and heroes, to attack the defense team.
SGG appears to be resisting this, we will see if that leads to good outcome ( Diamond arena) or bad outcome ( Bronze arena ).
FIN