Getting one 5* from 10 summons is beating the odds, and getting no 4* is against the odds. But any senior player should be using training camps to roll for standard heroe. At level 33,I no longer do any pulls except for events and to get the HotM.
This is not a game for people looking for a quick payoff.
It was not only 1 battle it was several. And it’s still not right in my opinion. I was the last one standing, therefore I should WIN. this doesn’t help to make me feel any better. I also know that the devs may read to forums, but NEVER will respond, which is also not a good thing. They expect us to spend money on their game, but yet will only ever speak to someone like Coppersky, or 1 person, which is not fair to the rest of us!!! We pay our money out of our budgets, & coffers to fill theirs & they won’t take the time to put at 1 person of their 20 person team, or as it’s been said they are working on expanding, but I’m sure there are lots of people that need tech jobs where their office is located, but they need to get on the ball. I play another RPG, multi-player online game & every time I have a problem in that game, I ALWAYS get a response from someone on their problem solving team. If they can’t solve it they push it to the next level in the line. I’ve even had a problem that had to go to the devs there & guess what? The devs. responded to my problem. Imagine that, the devs. taking time to respond to someone that spends money on their game, so why should I expect less from a smaller company. I won’t expect less, they need to expand & hire more people!!!
I didn’t say they don’t respond, they just don’t respond to these forums, particularly since most of it is just complaining. When I opened a support ticket awhile back, I was responded to.
If you open a support ticket, they will (eventually) respond. They will however prioritize actual technical/account problems before the “I think the way you designed it is stupid” tickets. To be honest, I’m not exactly sure what you’re looking for here - they’ve designed it a certain way and you don’t like it. You say you want them to respond to you, but if they responded to your support ticket with something along the lines of what I posted earlier : “we’re sorry you feel raid victories should be calculated differently for the small number of times that situation occurs [you kill last opponent while your remaining hero dies from a damage over time effect], but to make that change would require significantly altering the way the software checks for victory conditions and it’s not prioritized on our development list above other new features and bug fixes. Thank you for your feedback and your support”,
Would you the feel ok that they responded? Or just be pissed off they aren’t going to change it?
Also as a spender on this game, I would prefer the devs NOT respond to every single individual complaint - they should be spending time working on new game features and hero balancing, not responding to every forum complain about something that happens in a tiny percentage of raids. The proper way to deal with these types of complaints is to monitor the feedback and only incorporate it into the plan when it reaches a critical mass (i.e. higher volume of feedback).
So with that in mind, I would urge you to use Ideas & Feedback forum. Search for a thread on this there and add your feedback to it (or if there isn’t one, create one). That’s the one area the devs do monitor. But to expect a response from every single “I don’t like this please change this” feedback or every single new idea, that model doesn’t scale very well.
I have had a trouble ticket once in the game & I did get a response to that & my trouble was resolved. I’m talking about having someone to attend to the forums & be the voice of the devs in here. Someone that has their ears & can speak for them in the forums. We deserve that attention from SG as paying players of their game. I’m also not asking nor expecting a lot to change with some of these problems, as they are unsurmountable for a small company. I’m not necessarily asking for any kind of a miracle either, maybe a little compassion is needed. I have started a topic before, but I missed the fact that there was something already running for my topic. Because I don’t know about you, but while I do spend some of my day reading the forums, I can not read every posting in every topic that I want to, I would get nothing else done in my day if I spent it all in the forums, it wouldn’t leave me time to game in my phone.
One of the toughest thing to do in games like this is balance the game between players that spend a ton, a little, or not at all. I actually think the maddening ascension item system that everyone hates is the key thing that maintains that balance. Players that spend a lot of money still have an advantage, but it’s not an overwhelming one.
The thing that keeps me around the most though is my alliance. Finding a good alliance (which isn’t all that easy) is key to long term enjoyment.
I agree. The ascension items rate, though I hate it most the time, is exactly what makes this game work. If items were given too freely I doubt many would stick around long term.
They’ve balanced leveling heroes pretty well because even if you have all the hero cards and all the mats, you still need to grind out a lot of feeders and ham to ascend them. Everyone’s constrained one way or the other.
I don’t believe the answer to preserve long term longevity / interest or to balance is simply to make things horribly hard to get and requiring patience and a lot of grinding.
I feel you can have a model where items are eaiser to get (not such a bottleneck), but things become redundant over time… requiring you to need to keep re-investing and recycling to stay current. This will become possible and feasible if the best heroes didn’t seem all but impossible to get (and once you get them all but impossible to ascend).
Make the heroes easier to get, and make it easier to max them… BUT give them limited life span (can only use in x no. of battles, or for x time).
This means you’ll have constant regeneration in the game, with constant need to alter strategy as your team make-up and dynamic changes over time… AND it’s then possible to bring new blood (hero types, etc) in to the game and generate new interest by existing players who now know it’s actually possible / likely to get them.
Stagnation is not the answer to balance nor, to longevity.
I love game because it is fun no hands down love it, But the things i hate about it is it takes FOREVER to upgrade FOREVER to get your ascending items. Would be great it they give more gems in the challenges. Dont make titans appear 60 min after you just killed t give us time to get our flags back. Make time for flags go faster not to damn slow. Also let alliances. Give other players things they need we accumulated so much stuff helping others would be great!. Also allow leaders to be able to turn off censor if you know you only have all. Adults in it. Let people get 5* hero’s easier.
Ok my 2 cents
Having “disposable heroes”as you suggest would totally ruin this game for me. Battle items are the consumables here. I could imagine another class of battle items, such as armor or weapons, that could also degrade over time. But losing core heroes who one has invested so much time and treasure into would be fatal to game loyalty.
Then again, having to stick with the same old tired heroes for ages because new blood is so hard to get and to ascend is pretty much ruining the game for me… I’ve been on the border of giving it up for some time now. I think alliance wars is the only thing keeping me going at the moment.
Different strokes for different folks I guess… but it is a bit of a paradigm thing. One becomes heavily invested in their heroes when new ones are so scarce that they don’t have much choice. I feel if heroes were easier to come by and easier to level, you’d become invested in your team dynamic rather than individual heroes. And if you are more likely to get good heroes, it’s also highly likely you’d be able to replace like for like for some of them. (Not talking heroes expiring in days here… more like weeks.)
I guess my core point is: There is no obligation to have to make things unreasonably hard to get, or to level up as an excuse to keep game balance and/or longevity. There are other approaches… and on the whole I feel the interesting part of the game is getting new blood and seeing how it slots in to the team rather than just grinding with the same old same old.
I think I’d be frustrated if I spent weeks on a Hero only to have to discard them every few weeks for a newer one, if that was the standard fate of all my heroes: hamster wheel on one, only to exchange for a new hamster wheel in (say) 3 weeks. Different strokes indeed.
Well that’s the thing - you’re mixing paradigms. If items to build and level the hero were more readily available, you won’t spend weeks ‘building’ the hero. You’d build/max him in shorter time, but would have weeks to use him effectively. But you’d have the option to swap him out for better alternatives (that also won’t take weeks to build).
Besides, I have got on fine in other games with the concept of building new heroes after spending a long time developing a prior one. The joy is in developing it, and using it for a while at its max… and then moving to develop another. That to me is what contributes to the replayability factor. I endlessly re-played Diablo II again and again with different heroes, and/or with the same heroes built in a different way. In the E&P context, it’s more building a team, then having option to build a different team in a new way. For this you need more fungibility in your heroes.
They keep the heroes non-fungible to try promote longevity… and I think it’s flawed. For me it’s killing the longevity. If I could ‘do it all again’ to build another team with totally fresh heroes, I’d love it. (BUT… if the building of the team takes as long as the current one, with the same amount of grinding and investment needed, then I’d hate it).
So you either need to keep things more ‘static’ to satisfy the community that become bonded to their particular hero, at the cost of alienating the community that likes to see fresh/new experiences, or you need to allow more change/churn (accompanied by such being easier to do), but you then have to do something about stopping this from trivialising the content by over-powering.
Personal preference, maybe, but I prefer the latter… the current model will only keep me interested so long, and I’m pretty much at that limit, and personally know a number of others (whom I introduced to the game) who feel exactly the same.
(“HOTM anyone?”)
True… but unfortunately only a very poor chance of actually earning it.
(“I wonder what the percentage is of these two types?”)
Anecdotally based on forum posts, I’d say around 50/50. But that’s a skewed population, because it’s generally only those who are reasonably devoted to the game in the first place who bother to register on the forums.
Anecdotally based on people I interact with (in alliance, and personally) who are not registered on forums, I’d say 70/30 against the ‘static’ approach to the game.
But… it boils down to where the income is coming from. If people are willing to pay for the game as it currently is, then there’s little motivation for change. It’s possible you could get a bigger income stream by changing the model, but there’s also the risk of alienating your current income base who like it as it is.
That’s why I really appreciate this Winter calendar we have running now, it at least make getting some rare ascension mats possible. Maybe not a full set to level a newly acquired hero, but it does help.
My situation I guess is skewed slightly because I’ve not been so lucky as to acquire a stable of 4* and 5* cards sitting around waiting on mats.