Flexibility in PVP playtime
Vhailorx
Posts: 6,085 Chairperson of the Boards
Does anyone else find that the shield cooldowns are a significant disincentive to play for high scores in PVP?
I find that I am frequently willing to put substantial time into the game, but still unable to really compete in PVP because I can't schedule the requisite 30 minutes of play at regular 3- and 8- hour intervals. And if you don't things perfectly, you will leave yourself unshielded and can lose 16 or 24 hours of progress in just a few hits.
I recognize that cooldowns were implemented to solve a particular problem (i.e. 6000+ scores), but they also aggressively limit play-style by defining not just how much I can i play, or how much money I can spend, but when I must play in order to succeed.
I find that I am frequently willing to put substantial time into the game, but still unable to really compete in PVP because I can't schedule the requisite 30 minutes of play at regular 3- and 8- hour intervals. And if you don't things perfectly, you will leave yourself unshielded and can lose 16 or 24 hours of progress in just a few hits.
I recognize that cooldowns were implemented to solve a particular problem (i.e. 6000+ scores), but they also aggressively limit play-style by defining not just how much I can i play, or how much money I can spend, but when I must play in order to succeed.
0
Comments
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I know it frustrates me. I used to be able to use 2 8hr shields to cover a 10 hour workday, with lunch break. Now, that isn't an option.
I put one idea here: viewtopic.php?f=8&t=24312.
I'd like them to look at some other solution, other than these cooldowns. The need to have a schedule in a mobile game is really annoying.
Others have suggested limiting the total number of shields for an event, and I'm sure there are other ideas out there I don't remember. To me, the shield cooldowns greatly increased the ability of those who wish to use out of game communication to separate themselves from the pack.0
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