Pylgrim wrote: Vhailorx wrote: Varg, The reason that demiurge doesn't want to give out more prog rewards is that doing so would mean giving out more prizes. Every cover they give out is one they don't sell via token packs or cp direct buy. I think it's possible to argue that better rewards lead to more player engagement/good will which is good for the game; but it's also possible to say that more rewards = less revenue. With placement rewards we fight each other, and only a set % of players get anything. The rewards rate is fixed. With prog rewards, demiurge has to calibrate the difficulty appropriately (too low and everyone gets them, too high and no one does). It's more work them, and it (arguably) generates less revenue. They could at least make one of these tests to try to see how badly going all progression could be. Make the rewards for that event Bagman, Ragnarok and Chulk if you are afraid of putting too much power in the player's hands. If they are happy to toy with our patience and test the limits of the tedium and time investment that we're willing to put towards these tests, surely ONE test that has the risk of benefiting the players cannot such a blow to their bottom line. fmftint wrote: So, are we going to get any follow up on this? A lot of questions have been asked in the last 24 hours. Last test we were promised open communication and got /one/ post from a dev. This time they promised nothing sooo...
Vhailorx wrote: Varg, The reason that demiurge doesn't want to give out more prog rewards is that doing so would mean giving out more prizes. Every cover they give out is one they don't sell via token packs or cp direct buy. I think it's possible to argue that better rewards lead to more player engagement/good will which is good for the game; but it's also possible to say that more rewards = less revenue. With placement rewards we fight each other, and only a set % of players get anything. The rewards rate is fixed. With prog rewards, demiurge has to calibrate the difficulty appropriately (too low and everyone gets them, too high and no one does). It's more work them, and it (arguably) generates less revenue.
fmftint wrote: So, are we going to get any follow up on this? A lot of questions have been asked in the last 24 hours.
"David wrote: Moore"] However, we saw that people were still playing according to a schedule
the_apologist wrote: I think these changes will benefit the casual fan base quite a bit. No one likes playing a node to get no rewards, and I get to play whenever I feel like it.
nick_chicane wrote: Adding more rewards doesn't really help us though, does it. Considering we are still limited to 10 health packs, there would be no way to achieve all the rewards without buying health packs so you'd basically end up at a loss anyway.
nick_chicane wrote: Even those wouldn't save you for long on survival nodes though. We really need the health packs doubling if they are going down this route.
madsalad wrote: nick_chicane wrote: Even those wouldn't save you for long on survival nodes though. We really need the health packs doubling if they are going down this route. I heard you can buy health packs.
WEBGAS wrote: So only the first 10 in each bracket that manage to do faster all the clears per 7 days-subs are allowed to get the 4* cover? This is the most stupid and unfair rule you ever made so, thanx NO, I will skip the whole event..... 7 days of early and mad grinding.....(21+54) x 7 days and if you got a bad board in only one or some of the 525 total battles and loose precious minutes of gameplay, you will finish minutes late and will be out of the top 10? Are you serious Devs? Give us progression rewards and stop this madness
XandorXerxes wrote: You don't have to grind early all 7 days - just the last one. Everyone will have the same max score going into the last event regardless of their ranking. Whoever finishes that last event first wins, even if they were the last person to full clear each previous sub.
Malcrof wrote: Sub one rewards : Hard and essential all have 1x 70 iso, 2x 100 iso, 5x 250 iso Hard and essential wave have 3x 500 iso, 2x std token and 1 crit boost Hard wave has gold token essential wave has 1000 iso Hard and essential non wave have 4x500 iso, either 2 cp and 1 std or 2 std and 1 crit boost Easy 3x 70 iso, 2 x 100 iso, 4x 200 iso, 2 x std (easy wave has one less 200 and 1000 instead) Total = 22030 iso plus at least 1400 iso from std tokens credit to Pumpin81 for the research! This is a huge improvement in rewards. Haven't hit insane scaling yet, but i am sure it will show up eventually.