I only meant less sugar coating in how much they are nerfing it, rather than the reasoning behind it. We all know the reasoning is because the market was too inflated and people we getting too much and they want more profits and to stabilize the market. We all know that without needing to be told.
I meant more sugar coating by the means of saying “less but more variety” as if that makes up for it. It doesn’t. Let’s be honest here, those extra things were getting no where near make up for the drastic drop of glory and gems for the top two tiers of players.
They should have been completely up front with exactly what we were going to lose rather than try to spin this in a positive light for those top players. Yes for the majority these changes will benefit, but for the top 2 tiers that post here it is not good for us. They should have acknowledged that, heck maybe even apologize for that. and they should have given us the exact numbers of rewards we will get right off the bat (although that was amended by a reply by a dev). But exactly what we were getting and how much were losing should not have been sugar coated.
The numbers are what matter, not just telling us a list of what types of rewards were getting.
Edit: they said that we would be getting x, x, and x rewards and that we would be getting less gems and glory keys. They said that the net loss would be around 25% (can’t remember the number they gave). But that was sugar coating and misleading and not up front because in reality gems and glory keys are very nerfed (more so than what was implied) and what we are getting to compensate is not nearly worth the percentage they gave (at least in a lot of people’s eyes) because most of the extra rewards are not actually worth the loss in gems and glory keys.
It should have been handled differently. Being more up front by exactly how much gems and glory keys you could expect so people would know exactly what they are losing and come to terms with that. But like o said, the devs did end up commenting the exact numbers. I’m just saying that should have been in the initial post.
More importantly, having any agency in targeting them in any reasonable amount of time after they released. If the release schedule were > legendary in event chest > 2 weeks pass > legendary available for some absurd amount of glory as a single time purchase or even > legendary in event chest > chest rollover comes and goes in the general drop pool, but any kingdom can be targeted on any week at a slightly higher cost, it would pretty much be a non issue. Currently if I miss a legendary drop during an event week, I could have it tomorrow, I could have it six months down the line (or longer if I’m really unlucky).
Some people might argue thats just how the game works… well, I suppose this might be true going forward, but not at all during the period of time where I spent any significant amount of time playing this game. Everything up to this point I was able to build my collection gradually and every one drawn I felt like I was making progress, all the while stockpiling gems and waiting for my opportunity to pick up the last few legendaries I needed during an event week, all the while knowing said event week could be just a few weeks away. The new distribution model for new legendaries frontloads your opportunity to overpay for the legendary before it is in the random drop pool, then doesn’t offer another way to target it for another six months.
The new task model puts me, hopefully, just where I need to not drop out of having a full collection of every troop up to legendary, though an unlucky streak could easily break me, which worries me. Not that I won’t earn enough on average to get what I need, because that still seems to be possible, but rather being randomly excluded from getting a drop, even after carefully measuring and choosing where to spend my resources, despite having more than enough to obtain the troop average, RNG can still screw me over due to simply not having enough backlog to withstand the unlucky streak before a lucky streak can balance things out. Getting lucky in this instance simply means building up a bit of a backlog to withstand the next unlucky streak and nothing more. Hunting for base Mythics are pretty much out of the question, though.
If you are already upset because you know you can’t earn as much as before, and it was already said way before the video and the informations provided here that we wouldn’t get as much as before, i can’t imagine how bad it could go if things were just droped on us being listed as nerfs.
I’m confident that we, as players, will adapt and move forward. If things gets worse fast i’m sure that it will reach the developers and they will check things out.
I wasn’t saying they should list them as nerfs. But that they should be completely transparent with exactly what they are changing and how much they are changing it.
It is up to us whether we see it/interpret it as a nerf or not.
Plus it gets called out by players very quickly, so it’s better if they were just up front
Look, they are under no obligation to make all resources readily available, nor to make their accessibility transparent. Nor should they be.
Furthermore, they present the charts and data to provide context so people don’t lose their sh*t. It’s an anti-pitchfork approach to providing use with visibility that they choose to provide. Just tossing out a list of the new rewards is a terrible idea.
They couldn’t do it in the first place because they were planning how to change things, they had to make reunions, plan stuff, create art, develop features…
The video came out a few days and the numbers are here, they weren’t hiding anything, more like they were looking for the right decision and this takes time. It wasn’t something arbitrairy like: “Let’s cut out 50% of that! 80% of that! Increase 10% of that and call it a day.”
Actually, I agree here. Putting a positive spin on things is important. They had to know someone would be astute enough to start asking the right questions and get the actual information we are looking for, which is now buried in the middle of a thread approaching 400 posts, which is going to be TL;DR for 99.9% of the people that play this game.
Personally, I was a bit bothered on what the devs considered to have “gem value”, the entire basis for their graphs in the initial post, and a bit more so for having to monitor this thread for so long before getting the actual numbers. The numbers we did get are also just the upper limits - we still have no idea on how everything is spread out in actual reward numbers. I will say that I find the stated percentage changes in gem value earned by a given guild pretty outlandish given just the absolute earning limits stated, things like souls or gold keys that nobody would rightfully spend gems on can actually have any gem value.
To be fair, though, anyone just reading the initial post carefully and watching the video could tell they were using some pretty suspect estimates to come up with these numbers in the first place, which is why the questions ended up being asked. They’ve been forthcoming when asked about things directly (except for the claims that it was “not sugarcoated” and “only a 22% drop for 0.17% of the players” repetition, that is). That is by no means an accusation, by the way, I simply disagree with the assertion that most of the rewards of the new system have any “gem value” at all, since gems get you troops directly, and many of the other things don’t even do so circuitously. By that means, the data presented in the original post seems a bit overly optimistic.
I would very much like to draw my own conclusions here that aren’t based on speculation, so I’m hoping for more hard data, or better yet, for the patch to just hit.
It could be something simple as: X amount of gold keys = X amount of gold = X amount of gems that can be used on the shop to buy that gold and that gold could be converted into gold keys.
Does this rate exchange is good from a player perspective? Probably not, more so if we take the current state of the economy where gold cascades from the sky and we, generally speaking, can still get an absurd amount of gems from guild tasks.
The rate exchange will be “corrected” or “nerfed” as some would like, but that’s the point on making this change. Otherwise gems would still be cheap in the sense that we, in general, wouldn’t need to spend a dolar as long as we play enough and are on a good guild.
We can still make a fair amount of premium currency (gems, glory, etc) but with more control having in mind the (expected/hope/wished) long-term life for the game.
That being re-said. I have other question on mechanics.
Are guild tasks repeatable or is it a level per week gets you the task seals once and that’s all she wrote?
If repeatable do we have to constantly recollect every 4 battles to get the reward or do they stack/accumulate?
Pursuant to your insistence that top guilds with excellent seal contribution will be basically opening another form of gem chest with guild chest, will mythics be included at the same (or escalating each level to the same) rated urging their exclusivity period?
Now that we are going to be anticipated to hoard a greater variety of rewards due to the new system have you disabled the chests from opening to the rarest chest? Can we have them open to gold first and go from there at our own volition?
I am excited for the new patch, thanks for the great work!
Mufasha
Well, this will be the last pre-release video. Next patch will be top secret until released, and all the answers to all the questions will be try it and find out lol
Capping the donations makes absolutely no sense for any hardcore gamer. It is what makes working together in a guild interesting. I have honestly never played a game, where developers went on to punish their most loyal players. The guild I am in, easily donates twice the capped amount every week, and many have spent loads on gems in the early stages of the game. I understand that this change is made to make it easier for new players, but why is this played out by limiting existing top guilds? Would anyone play Call of Duty if there was a limit on bullets used to give new players a better opportunity? I sincerely hope that the cap will be raised, because taking things away is the first step to ruining an experience many hardcore gamers enjoy.
I’ve said all I need to say about that topic… So moving on
I find it lame that we aren’t being eased into this
We go from really great and generous resource giving to stingy in one fell swoop.
Why couldn’t they have decreased the rewards possibility in a smaller percentage and then a few weeks later do it again, and a few weeks later do it again until you are exactly where you want it to be and its a more gradual change for players.
Rather than BAM going from 3,000 keys and gems to a tiny fraction of that (for the very top)
I like the seals as a counter of activity. Now we can see if a player is inactive or just does not contribute to the guild.
Did somebody realize what that means? We can push weaker guild members with gold! Just do not finish some tasks and they will get the gold to upgrade kingdoms etc. This can be a lot more gold than they get from keys.
And I want to add some people have to realize that you can finish every game. Games are not created for the 0.1% of top players. My tip: Get a second game and do not spend 10 hours per day on GoW. You destroy your fun yourself!
Was stated that you can do each task multiple times, is no cap on how many times. In the video it shows he has done a bunch of them multiple times, and can wait and collect em all later, if you dont collect at end of week, they get mailed to you.
You know what ruins the whole experience for any player? If the games gets closed because they, the developers, were just too generous allowing premium currency to be obtained in such scale. The old system was simply not working anymore with an “ad infinitum” limit.
We can stockpile some gold for days or weeks where we can’t/don’t want to play as much if needed.
Some problems can’t have a gradual approach, a dentist wouldn’t pull a tooth a milimiter a day… For the gems/keys on our game it was counter-intuitive trying to sell stuff if at some point resources would be so abundant that you wouldn’t have to think about buying a few gems, or a key bundle, or something else if it’s possible to get it only by playing.