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So why design a game that wastes covers?0
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Michaelcles said:So why design a game that wastes covers?
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Michaelcles said:So why design a game that wastes covers?0
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With the championing mechanic, I don't think it makes much sense to keep the cover wastage system in place: they could just as easily say you can assign N points to a character's skills where N is min(number of covers, 13).
Back before championing was added, it served to draw out the end game so people wouldn't "finish" the game too quickly. Now it is just a road block placed fairly close to the start of a character's development.
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First, this thread needs to be stickied somewhere. It’s extremely useful to help with how many pulls to save etc etc.
Second, thank you for that simulator for starting with various levels of character. It’s so often I’m trying to get a specific character, and when the one leaves, the others are still partially covered, and I never know it’s affect on the new character.1 -
sambrookjm said:So the Devs can get $$$$ for Hero and Command Points to make sure your covers aren't wasted.
This is a great read.
https://en.m.wikipedia.org/wiki/Video_game_addiction
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aesthetocyst said:The spectre of waste is what drives players to champ ASAP, even if it means spending once in a while. Spending to buy covers, burning HP on slots to roster dupes to avoid waste, etc.
With that said, I'm sure the beancounters have evidence that it makes money through people spending 120 CP on covers or the occasional "complete a character" H4H store offer. It's just not clear it actually improves the game at this point.
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