Tilwin90 said: From what I hear, from my now former coalition group, five core members have left after this horrendous event. I myself am one of those players. I don't want to throw empty threats, give ultimatums and all that kind of nonsense. I know it will be to no avail.I have to say that this last drop that filled my glass was actually eye-opening for me. I've immersed myself into this wonderful community way too deeply and kept putting up with whatever madness came with whatever crazy events, stress, impossible hours of waking up to finish nodes...I know some might say this should be just a relaxing game, but when the competitive adrenaline kicks in, you simply get caught in the roil and start playing beyond what some would consider "healthy limit". And for me unfortunately it's one or the other. There are no half-involvements... I'm either in or out.Unfortunately for my friends and I could say even family, it has reached the point where I need to start taking care of myself and my real life. So all in all, I think this last B4T has lead to be a beneficial outcome for me. Haven't had a break from this game for a very long time. So thanks for that.It's still possible I might come back at some point... though the more time will pass, it will be less likely. At the rate this game goes, it's impossible after a break to come back and not expect to be back as a newbie. Rotations contribute greatly to this, as do the poor legacy events and rewards associated with them. Simple put, you're either in for the Standard and the long run, or you're going to be perpetually struggling.Thanks everyone for the great discussions, fights, arguments and all. I had a blast!
Sarahschmara said:You make an incredibly valid (and often overlooked) point about it being extremely difficult to pick up the game after an extended absence; you’d be playing highly-tuned platinum decks with just your Origins collection which is challenging to say the least.
Teysa said: Volrak said: There have been a few suggestions which would have the effect of turning B4T into an easy-mode version of itself. I think that would be sad, because:Difficulty and challenge are drawcards to a subset of the player-base, andDifficulty is necessary to prevent large n-way ties at the top of the leaderboard, another perennial topic of complaint, whenever it occurs.Ideally a way would be found to present a suitable level of difficulty while also providing engaging content for newer players.Grind-wise, B4T is a bigger event than most, both because of number of nodes and the objectives. I agree with those who've said splitting this amount of content across two events might work better. Fewer starting charges and/or slower recharge rate for this kind of event could also help. I think it's very important to draw a distinct line between 'difficult' and 'grindy'. And by 'grindy', I take it we all mean long winded, and possibly tedious. Difficult and grindy are not the same thing - a level can be easy and grindy, or difficult and short.Consider level 1.1. An objective here is 'win in <=5 turns', which, I imagine, is an objective that some beginner players find difficult. That's ok, though - they can *try* and get this objective, but if they fail, they can still complete the level, and their attempt at trying has pushed them forwards towards completing the level. I doubt anyone considers 1.1 to be 'grindy', do they?This is how secondary objectives should be done. Maybe it's impossible, or at least extraordinarily difficult, for you to complete the objective without owning the correct cards - is that bad? Things like that give us a reason to expand our collections.
Volrak said: There have been a few suggestions which would have the effect of turning B4T into an easy-mode version of itself. I think that would be sad, because:Difficulty and challenge are drawcards to a subset of the player-base, andDifficulty is necessary to prevent large n-way ties at the top of the leaderboard, another perennial topic of complaint, whenever it occurs.Ideally a way would be found to present a suitable level of difficulty while also providing engaging content for newer players.Grind-wise, B4T is a bigger event than most, both because of number of nodes and the objectives. I agree with those who've said splitting this amount of content across two events might work better. Fewer starting charges and/or slower recharge rate for this kind of event could also help.
TheDude1 said: Sarahschmara said:You make an incredibly valid (and often overlooked) point about it being extremely difficult to pick up the game after an extended absence; you’d be playing highly-tuned platinum decks with just your Origins collection which is challenging to say the least. This is precisely why set-specific mastery needs to be a thing. Why should Tilwin be double-punished if he wants to come back? (Once for not being able to use his old sets in new standard, and then again by being forced to face platinum-level accounts due to mastery of unusable sets.)He's clearly exactly the kind of high-level, engaged player that this game would want to develop. (I'm sure D3/Oktagon has all the stats on how much high-end players contribute to the bottom line...) Why allow the gameplay element to make things so much harder to bring these kinds of players back? It's hard enough to get new players acclimated to the game and moving up the ladder, why also alienate players who have already demonstrated long-term interest?
Rhasget said: Most businesses I have been involved with look for new players/customers instead of catering to the ones they have. An existing customer that has been onboard a while is less prone to spend than a new one according to most studies.The thing with this game is that it does a poor job of making new players want to stay or even spend anything.
Kinesia said: Rhasget said: Most businesses I have been involved with look for new players/customers instead of catering to the ones they have. An existing customer that has been onboard a while is less prone to spend than a new one according to most studies.The thing with this game is that it does a poor job of making new players want to stay or even spend anything. Yes... In this particular case you want to turn new players into whales and then keep the whales. If the whales leave you _really_ want them to come back and rewhale. It's entirely possible because of the nature of the game that a player who has left might see a new magic set and get curious and poke their nose back in, but unless it's easier to pick back up at least _close_ to where they were they won't stay. Hey, even a "Returning Player Pack" for people who've been gone for a while containing fat packs for all the new standard sets would be pretty cool...
Froggy said: The event should be banned. Too long. Outdated objectives with set rotation. Terrible rewards. Poor RNG design (constant cascades, etc.).Please send this event to the graveyard.Now, to more important things - what’s for lunch?
span_argoman said: Froggy said: The event should be banned. Too long. Outdated objectives with set rotation. Terrible rewards. Poor RNG design (constant cascades, etc.).Please send this event to the graveyard.Now, to more important things - what’s for lunch? Terrible rewards? As compared to?