HoundofShadow said: They have already decreased the playtime in scl 10 from 4/3 to 3/2. Milestones also help to increase rewards in all areas.If developers were to raise rewards for all to account for inflation, are players also willing to spend more to help them to deal with inflation as well? I remember some players floating the ideas of locking new pves behind paywall, like VIP. MCOC has something similar and I think a similar concept is something like a battle-pass. You pay $15 a month to unlock these special pves. They have different tiers of Battle Pass like Basic, Standard and Premium. This is where the dev can earn money if they are not releasing characters for 2 or 4 weeks.
HoundofShadow said: So, do players like the idea of locking extra non-time based pves behind $15 paywall? This will give you increased rewards and allow you to use different characters.
HoundofShadow said: Won't increasing stats for old 5* make pvp or pve harder? Do players really like to play against boosted 5* with 180k to 200k hp, and ~6k match-3 damage, instead of 110k-130k hp and 3-4k match-3 damage?As for publishing mmr data, they did so in the past but I think players were using it to their advantages. So, in the past, they did a number of changes to pvp mmr to reduce "abuses"?As for reducing the number of clears, I remember many players, especially those T5 players, complaining how the scl 10 is such a time-sink. The dev then reduced the number of clears. I think they were used to 20-25 minutes clear time instead of 30-35minutes clear times. So, when players float SCL 11, history is going to repeat again. Currently, Shang Chi can hit for 400k damage. I think the healthpool of SCL 11 opponents will probably be 1.2-1.6mil hp. So, do players like the idea of locking extra non-time based pves behind $15 paywall? This will give you increased rewards and allow you to use different characters.
Timemachinego said: Here's some fact: 99% of those casual players aren't paying and aren't worth considering. The game already had the hooks to bring them in (match-3, marvel characters) and if they don't play far enough in to get the sense that there's more to offer, that's on them. That said, D3 have made efforts to bring them in deeper (like the tutorial videos) so they're still trying.What matters is getting players on board that WILL spend and those tend to be the ones that want to DO ALL THE THINGS and to do so with decent speed. I've not been here long, but I'm already seeing allied players moving through the spaces I knew and most of them have been spending along the way. We need a continuous flow of players like that. Being just barely ahead of them, I've got a really good sense of what the choke-points are and hope to offer decent ways of addressing them.No one is asking for free anything, it's about charting a smoother course forward.
Srheer0 said: As for new contents, how opened are players to MPQ turning into Candy Crush where they have different shaped boards and different win conditions? This will probably freshen things up for some players?The next best match 3 game I've played was Gems of War on Switch (but also android, pc IOS). The powers were a lot more based on winfinites and large colour changings or destruction. And if you matched higher than 3, you'd get another turn. Board may have been 1 or 2 tiles larger on both axis too. They rotated the events weekly (1, 2, 3, 4 , 1, 2, 3, 4) and not only were the new troops (characters) released regularly with power scaling, there were limited time weapons and whatnot which changed your player character and there powers. They released an expansion type thing, but the game was too grindy for my liking at that point. As for different shaped boards, don't like it. Keep it varying levels of Squares or rectangles. Even locked tiles annoy me ^^. @HoundofShadow