georgesaviour wrote: The game is free to download, so they need to put ways to lure people into spending money through IAP. It is as rough as that. And that is why I would have preferred for this to be either a proper game that I pay upfront or a mix of that and IAP, but not balanced out towards "we are only profitable if we make the users pay for funny money".
warcin wrote: I will admit that the most recent iteration is not nearly as bad as the previous ones but it still fails on the most basic level of game design. It just is not fun. I was playing hours of the event yesterday but now can not force myself to go in because while I can beat the levels, they are long drawn out slugfest that a single bad cascade can just ruin your day. You should be encouraging people to want to keep playing and level scaling does just the opposite.
Konman wrote: warcin wrote: I will admit that the most recent iteration is not nearly as bad as the previous ones but it still fails on the most basic level of game design. It just is not fun. I was playing hours of the event yesterday but now can not force myself to go in because while I can beat the levels, they are long drawn out slugfest that a single bad cascade can just ruin your day. You should be encouraging people to want to keep playing and level scaling does just the opposite. There should just be a big red "You Win!" button you can click. Instead of having to "try".
pasa_ wrote: We asked it several times -- Will recently stated that is all by design and works as intended. If you already don;t like it tough luck, he also said it carries over to the further sub events. So look ahead for what we got used to in previous two runs. But at least we know they heard us just don't give a flying kitty.
Persisting across subevents - yes. Scaling missions individually doesn't do enough to satisfy the design goals of this feature: making our events maximally interesting for the widest possible subset of players and reducing grind. We couldn't do rewards like the 5000 Iso-8 challenge mission reward in this event in a system like that. It would either be too trivial for top-end players to get or they would be the only people that had any hope of getting it.
mischiefmaker wrote: IceIX: I think what people are interpreting from Will's comment is that scaling will persist across future sub events of Simulator; that is, that simulator round 2 will keep the same scaling as simulator round 1. This is the correct interpretation, yes?
IceIX wrote: mischiefmaker wrote: IceIX: I think what people are interpreting from Will's comment is that scaling will persist across future sub events of Simulator; that is, that simulator round 2 will keep the same scaling as simulator round 1. This is the correct interpretation, yes? That's pretty much exactly what was stated, yes.