stephen43084 wrote: In the larger picture, my belief is that the developers should have a certain time frame in mind in how long it should take a player to transition from a 2* to a 3* to a 4* roster. This should be reinforced by ensuring there were mechanisms in the game that facilitated players to complete the transition process in that timeframe. I am not a fan of just play the game and eventually one day you might be able to transition to a better roster. In my mind, it is not the responsibility of the players to figure out a way to transition. Every other RPG I have played, there is designed path to getting certain characters, levels, and items. The path ensures that while the journey is not easy or quick, there is a certainty and finiteness to the process.
Phantron wrote: The old system for refresh worked like this. Nodes refresh 12 hours after you did it and each refresh is kept track separately and points did not refresh continously, so let's say you did 3 clears at T = 0, 3, and 6H, you'd end up having something that looks like: T = 0, get 100 points T = 3, get 80 points T = 6, get 60 points, mission is worth 40 points T = 12, mission is now worth 60 points T = 15, mission is now worth 80 points T = 18, mission is now worth 100 points This gets you 240 points and you have 100% of your points back 18 hours later. However, had you simply did 3 times immediately you'd still get 100 + 80 + 60 and it'd just take you 12 hours + whatever time it took you to do these missions. Even considering rubberbanding, it's generally advantageous to have all your points replenish 6 hours earlier. This system encourages you to do as much as you possibly can in one go because doing the mission again later set you back by a lot. The problem of this system is that suppose your points refreshed to 100% with 6 hours left, it's not very obvious what the solution is, especially back when rubberband is very strong. Another problem is that if you ever lost track of the value of your points you may not be sure if the mission is back to 100%, though the same timer can be applied here with the same system. Note that in such a system the optimal strategies is pretty much do as much as you possibly can as early as possible, and I think that's pretty fair because beating some of the nodes more than once in one sitting is awfully hard. Given a sufficiently weak rubberband, you only have to play once every 12 hours unless you're playing extremely poorly (e.g. you used 5 health pack but can only beat 2 node, so it's probably still advantageous to come back 3 hours later to do some other nodes).
stephen43084 wrote: Would you agreed that it would be better if they tweak/improve this system, then keep the pve refresh timers we have now?
stephen43084 wrote: 3) Transition Process/Cover Distribution. Full disclosure, I am not wanting for covers. In that regard, this is not about me. However, this is actually the biggest problem facing the game right now, and I am tired of it not being addressed.
stephen43084 wrote: 1) Roster slot prices. This was actually addressed by the developers (I want to say in the last Q & A). Their response was the last one that I ever expected. They do not want players having too many slot. They want players to pick and choose which characters that they keep. By extension, they do not want us to level everyone, we only need just enough iso to level a few select characters. What the tinykitty? I hardly know where to begin. I guess I'm most puzzled that they as developers would spend all this time, effort, and creativity in making characters, but not be proud enough of their work to want everyone to covet every character. If it was me, I would be upset that characters like beast, moonstone, and IW are belittled by players. I would want to do everything for players to like the creations as much as the creator. More importantly, why would you cut off your nose to spite your face? Supposedly token and cover sales are the bread and butter of this game. Yet, they want players to only want certain characters and to not collect the rest. It must be nice to being so well that you can just turn away potential sales.
stephen43084 wrote: 2) PVE refresh timers. I'm not going to repeat what I have said over and over. The bottomline is that we want to be able to play a game successfully without having to schedule our lives around that game to have the greatest success. 2 hours 24 minutes, 3 hours, etc. is not cutting it. We want social lives, we don't want to have to choose between going to dinner and a movie or making sure we can hit an optimal in PVE. The old system worked. You remember the old system. The nodes refreshed every 8-12 hours (whatever the exact amount was). No one complained about this amount of time to refresh, so naturally since it worked, it was changed to one of the worst systems possible. I do not care how the time of 2 hours 24 minutes was derived. The bottomline is that it is not a sufficient amount of time for players to have a break in the event.
stephen43084 wrote: 3) Transition Process/Cover Distribution. Full disclosure, I am not wanting for covers. In that regard, this is not about me. However, this is actually the biggest problem facing the game right now, and I am tired of it not being addressed. My biggest aggravation with this is that when the game was created end of 2013/beginning of 2014, the cover distribution system was awesome and the game itself was just one of the best. As far as I know, the same people that worked on the game then work on the game now. If that is the case, I just cannot comprehend how such brilliant minds have not been able to adapt the game to the current environment. I understand and agree that covers should be rare. However, they should not be bordering on extinction. In the larger picture, my belief is that the developers should have a certain time frame in mind in how long it should take a player to transition from a 2* to a 3* to a 4* roster. This should be reinforced by ensuring there were mechanisms in the game that facilitated players to complete the transition process in that timeframe. I am not a fan of just play the game and eventually one day you might be able to transition to a better roster. In my mind, it is not the responsibility of the players to figure out a way to transition. Every other RPG I have played, there is designed path to getting certain characters, levels, and items. The path ensures that while the journey is not easy or quick, there is a certainty and finiteness to the process. The bottomline is there are currently 32 3* characters alone (I think only rags currently has 2 covers). So there are 95 various covers. This means even if there were not 1*'s, 2*'s, or 4*'s in the mix, a player would roughly only have a 1 in 100 chance of pulling a cover that they want. This is not counting the new characters that will be introduced the rest of this year. I'll put it another way. Even if a player managed some how to cover max 1 character a month for a year, they would be 20 characters behind plus all the new ones. That's not counting 4*'s or iso needed to level up those characters. To put it into plain English, the environment today is far different from the one a year ago. People tend to think that PVP placement and MMR are the problem. In my opinion, I think that the problem are the placement rewards. With all the characters, 2*'s have become the new 1*'s, the old 3*'s have become the new 2*'s, the newest 3*'s are the 3*'s, and the 4*'s are the new end game. However, cover distribution has not taken any of these new environments into account. Therefore, I would readjust the reward tiers to reflect his new reality. I would also adjust the packs. In particular, the only tokens that I would include in event packs are the characters featured in that event. Lastly, I would have two sets of tokens. One that you buy where the odds are what they are now. I would have a second set that you could only win from events and progressives that have better odds. In the end, when players open up tokens that they have won, they should be receiving rewards, not filling kicked in the gut by receiving a 10 pack of Moonstone and Ares. TL; DR: Please fix (1) Roster Slot Costs; (2) PVE Refresh Timers; and (3) the Transition Process/Cover Distribution.