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HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

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HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby stanfaryna » Fri Sep 28, 2012 1:27 am

Here are my thoughts about increasing stats in the absence of Playdom's vision for hero skills beyond level 12. I originally introduced this concept on this forum post:

viewtopic.php?f=135&t=93975

I've been thinking about advancing our heroes beyond level 12 because...

1. After all that effort and attention to leveling up a hero, Level 12 heroes tend become flight deck staff

2. There is little to no fun leveling up various "impotent" heroes or heroes that don't personally excite me - and agent level ups alone, obviously, do not appeal to the majority of players.

There could have been 1000's of players at agent level 200 or higher on Playdom.com at this point of time, but we don't see that happening. And there's a reason for that. That kind of achievement just doesn't excite most people. Myself, included.

I am not saying that the high level agent achievement is foolish or unworthy of respect!

3. The excitement, enthusiasm and story for a hero can not grow further - a bummer for the fan of a hero

4. PVP is monkey mindless-ness and, ultimately, disengaging at a certain high ranking: same top heroes fighting the same top heroes with (mostly) predictable and un-novel results

5. Playdom wants to add additional revenue streams but they need to do so in a way that does not un-balance the game

6. Playdom wants to retain more players for a longer period of engagement

7. Playdom wants to develop a game sustainability strategy that makes it number one in the social game industry

SOLUTION

Here's the basics of my tentative solution:

Heroes will level beyond 12, but there shall be no Gold-paid hero level speed ups after level 12. Every 3rd hero level, a hero trains in the disciplines. Training is initiated if the necessary experience is had (just like before) and at a fixed cost of say 500,000 silver (or 100 Gold) for each discipline training event.

In other words, discipline training would occur at the following hero levels: 13, 16, 19, 22, 25, 28, 31, 34

That is not Agent levels! [grin]

Discipline training does not prevent Playdom from adding additional Hero skills for training. And I hope that they would begin to add more skills by the Christmas commercial season (that starts the day after Thanksgiving - hint hint).

When a hero training session is completed, you have a roulette situation of 9 possible results. Permanent Stat increase "rewards" will look like this:

1. 300 Health
2. 300 Stamina
3. 50 Attack*
4. 50 Accuracy*
5. 50 Defense*
6. 50 Evasion*
7. 60 (Random Stat*)
8. 65 (Random Stat*)
9. 70 (Random Stat*)

The disciplines will create considerable variation among the same heroes of different players. Thus PVE and PVP game play will be more "novel" and less predictable. Such enhancement of heroes may also allow Playdom to develop more challenge in PVE within the context of future chapters and spec ops.

One more thing.

Omega Level Mutants will be able to roulette twice per discipline training event for an additional cost of 500,000 Silver (or 100 Gold). According to the Marvel storyline, Omega Level Mutants include Phoenix and Storm. I would elevate another two unlikely, problematic heroes such as NightCrawler and Luke Cage.

How dare we make new Omega Level Mutants?! Because our game should and must contribute and fuel the Marvel storyline. The direction of the Marvel storyline shouldn't be so one-sided.

PROBLEMS

I've gotten some interesting and intelligent feedback on this solution. And I hope to get more.

P1: PVP will get a lot harder because some will level their heroes up and have higher stats.

A1: As long as players can not pay for speed-up leveling, everyone has the same opportunity to level up their heroes and increase hero stats.

A2: PVP has all sorts of problems, but as long as you aren't matched to an opponent five (or more) levels above you, whatever their stat enhancements, such enhancements are not going to be grounds for a totally unfair fight.

Even though the business model is to sell Gold - paying players cannot have tremendous advantages at every vector - otherwise there will be less and less free players and, ultimately, the community will fall apart.

Oh - fights are never fair. Especially in real life. [grin]

...

P2: Random Variation of Enhanced Heroes is counter-intuitive to the player's desire to develop the hero's stats in accordance with their vision of the hero

A2A: Players would ultimately develop heroes in a popular manner based upon published formulas (as they do with ISO-8 socketing) and thus put us all back into the same situation of a lack of variation and novelty

A2B: Player vision (regarding hero development) can be supplemented by several means:

(1) Adding 8 additional ISO-Sockets - each socket comes with a fixed fee to use. Perhaps, 500,000 silver.
(2) Adding 8 tech sockets to the uniforms - we can talk about this later
(3) Player-choice between two or three skills per "skill addition level-up" as they level beyond 12

If you are a control freak and you want a free lunch, you ain't ever going to be happy. Just like in real life. [grin]

Variety is the spice of life.

...

P3: People will only develop a few heroes (because of time and effort) and we're back to the same problem of a lack of variety and un-novel results in terms of the same named heroes appearing in PVP.

A3: Yes and No.

Yes, the top heroes will be developed and have the same unprecedented representation in PVP. But they won't all be the same because their stat enhancements were random results.

No, because we all have seen that there are some very passionate hero-fans that are so devoted to their heroes that they are going to throw themselves at making their hero relevant. Wolverine, Spiderman, etc. I'm willing to bet they put the most effort into developing their heroes in their bid to dominate the PVP scene.

I wouldn't be surprised to see an uber Hawkeye - because someone is on a mission from GOD to show us all that we are mistaken about Hawkeye's impotence. [grin]

...

P4: It's too much work to level up heroes to a hero level 34.

A4: You are free to play as you like. With as much or as little effort as you like. Just because it's hard work and you don't want to commit to that - doesn't mean that it won't make this a better experience for everyone else.

Part of the recipe for making a better world is supporting others, their vision and creativity - even when it doesn't benefit you specifically and in an immediate and obvious manner.

Uplift others. This is the meaning of leadership. [smile]


Stan Faryna (aka kobodaishi)
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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby nickcollison » Fri Sep 28, 2012 1:50 am

I like ya thinking stan

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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby vampyre_1973_199 » Fri Sep 28, 2012 2:42 am

I for one love this idea and think that playdom should implament it.








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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby albinoraven2002 » Fri Sep 28, 2012 3:04 am

Reading this I agree Charecters above level 13 is a great idea....I have seen alot of folks not train past the last level of new skill due to cost and only getting extra iso slots (i tried explaining that gives you chance to add to stats etc but was met with all kinds of counter arguements and the fact a new suit costs less and adding isos or replacing is an option)................... The chance to level past 12 is a good thing in my opinion and would work and get players wanting to play more.

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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby junkmailflodedin » Fri Sep 28, 2012 3:17 am

that was alot of text to read . were to start lol

the companies formula seems to be to have the character level max at 12 so you dont get stuck leveling a single character just to be more competitive in pvp . you can change to other characters in story matches without concerns of wasting time that could be spent on more usefull characters.

in pvp you get more from having more characters and having them leveled up . and they release more characters as time passes so you can gather more pvp specific bonuses .the game has a modified paper scissors rock priority with the different "classes" .so you got the strongest scraper now you might not in 3 months.it still makes sense to have the previous and have leveled it.

the random stat allotment is the worst idea ever proposed . and with those increments it would be a lopsided mess in pvp or pve in no time. one guy has hulk that has got attack almost every time on the roulette ... he charges 2 times and 1 shots anyone . or how usefull would nothing but stamina be vs spidey with more evasion. spidey with evasion iso stacked and extra evasion from infiltrators and your random stat allotment. that would probably kill the game
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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby 1bossofbosses » Fri Sep 28, 2012 4:52 am

i still agree wit most but this i dont think u should not be able to use gold that will kill the game ill just leave it like i left 20 others i dont have the time to wait and play my sweat and tesrs on here thats lame i want to buyout thats my choice those who cant or dont want to o well
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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby tomascorrocastro » Fri Sep 28, 2012 7:48 am

estoy de acuerdoi con esa iniciativa :D, espero se de algun diahttp://www.playdom.com/forum/posting ... 85ad6f681#
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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby ivanowsk » Fri Sep 28, 2012 7:59 am

I'll just copy and paste what I've said in the other topic and add some arguments I've thought since then:

I don't think any stats increase should be given by the roulette. You see, there's a lot of effort on leveling a character. Let's suppose you've built your hero focused on evasion and attack, and the roulette gives you stamina. This could be really frustrating, specially if you enjoy playing pvp (let's keep in mind that you can't make another one, it's unfair just leave it to chance). One solution to this is just give you those options and you decide where you want those stats points.

What about leveling above 12? Not Sure Stan, I think this might turn against the idea of giving variety. It would be harder to level, so people would have less high level heroes, therefore...less combinations on pvp. Do you understand my point?

There's another thing, more personal actually. Too many levels! I really don't like the idea of a never ending leveling system (and yes, I agree that 300 for your agent is too much, it's pointless, really). You might say I'm not committed enough with the game...well, I prefer a MMORPG in that case.

However, PD could change (or add new ones) status points for you to decide where to place them after you level up. Then, even the same hero might be played with a different strategy (more combinations) and give also a personal touch to our heroes.

Again, it's just my opinion.


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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby roccoxx » Fri Sep 28, 2012 10:55 am

These suggestions are great and I support them! :3
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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby Belven » Fri Sep 28, 2012 11:34 am

That is mightily interesting. Not sure how any of this could be worked in but it is definitely something we should take a look at.
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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby ssbrownsmarket » Fri Sep 28, 2012 1:51 pm

I like the overall idea, the random part is the only part that really bothers me too much just cause I know my luck ill get either stamina or massive evasion on hulk lol, but Stan put a lot of thought into this and I would like some further advancement for heroes past 12, even though I only got at best 2 heroes at 11 right now. (rest are at 9 so ill start getting the rest up there soon!)
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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby darilee » Fri Sep 28, 2012 3:32 pm

Thank you Stan for a well thought out progression of the game. I am glad to see that Playdom at least has taken notice of it. It is, perhaps, too ambitious for Playdom to implement all at once but even a start would be welcome to those who have attained high levels of both player and hero, finished the chapters and are eager for new challenges.

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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby stanfaryna » Sat Sep 29, 2012 8:02 pm

1bossofbosses wrote:i still agree wit most but this i dont think u should not be able to use gold that will kill the game ill just leave it like i left 20 others i dont have the time to wait and play my sweat and tesrs on here thats lame i want to buyout thats my choice those who cant or dont want to o well


I understand your POV (Point of View): time is money.

I have to imagine that Playdom is thrilled to hear that you would be willing to buy out the rapid training on 22 additional hero levels to the tune of something like $250 or so per hero. Add to that the cost of the 8 Spirit of the Discipline roulettes and, just for fun, the double cost for the double roulettes of the Omega level mutants, you'd spend a total of about $550 for a highly disciplined Phoenix. Or Storm.

Including the first 12 levels, that's a $700 purchase in level-ups for one hero.

Would you really spend $700 for a hero - not including the cost of recruitment?

Let's say Playdom also allowed you to re-roulette because you wanted different stats and you re-rouletted an average of 10 times per roulette event, add another $1,600 per hero.

I make no moral judgement, but I am curious if you would spend $2,300 for one "perfect" Night Crawler?
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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby stanfaryna » Sat Sep 29, 2012 8:23 pm

ssbrownsmarket wrote:I like the overall idea, the random part is the only part that really bothers me too much just cause I know my luck ill get either stamina or massive evasion on hulk


LOL! I know! The same would happen to me...
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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby stanfaryna » Sat Sep 29, 2012 8:36 pm

Darilee,

I imagine it would take a four man team about two months to develop, test, and release such an update. The greatest challenge would be the design modifications to the interface, but really, it's not rocket science.

Since design modifications would be made to the interface (and that's not something a development team enjoys doing often), I would build in other upgrades at the same time.

1. Four additional gear slots (as I've mentioned in a past issue of The Hero School Review)
2. Four additional hero skill slots
3. Eight additional Iso-8 slots on the Team>Hero profile
4. Eight tech slots on the Team>Hero profile
5. Badge/Awards/Guild Art slots

All of which I would be happy to contribute to in terms of concept art and definitions. [grin]
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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby wadewilson00 » Sat Sep 29, 2012 9:00 pm

stanfaryna wrote:2. Four additional hero skill slots

Not every hero has possibility to have this extra slots feeled with unique powers.
even now there are 3 heroes with brawl, and like 15 else with brawled based but named differently skills
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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby Fz23xY » Sat Sep 29, 2012 9:02 pm

stanfaryna wrote:4. Eight tech slots on the Team>Hero profile

When I first read this I thought you were asking for *something* like a slot for *something* that effects your whole team and not an individual hero.
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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby wadewilson00 » Sat Sep 29, 2012 9:21 pm

stanfaryna wrote: such enhancements are not going to be grounds for a totally unfair fight.

true. Yesterday I fought in PvP against you(overfilled with gold iso-8) using avengers hawkeye and cap. Both have NO iso slots filled. I won.
BUT, if stats are not that crucial what the point in 'SPIRIT OF THE DISCIPLINES'

stanfaryna wrote:Even though the business model is to sell Gold - paying players cannot have tremendous advantages at every vector - otherwise there will be less and less free players and, ultimately, the community will fall apart.

But silver also can be paid.
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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby ssbrownsmarket » Sun Sep 30, 2012 1:09 am

Generic5483 wrote:absolutely dumb this is a game pd is in charge of and its not doing what a single player tells it to do


Why is it that someone reads an idea pitch, and somehow turns it into one player is telling PD what to do? Who actually is that dense? Its an idea pitch is all, and almost every game out there welcomes ideas from the community, about 99% of the ideas pitched are never followed through on as most are ill conceived or beyond the scope of the dev team, but that remaining 1% give them ideas that they possibly never thought of, that are possible with current development resources.

Will this idea fit that 1% criteria? Who knows, but one thing is for certain, if the community really likes an idea and gets behind an idea, it does usually help its chances. Will what is suggested be gospel if accepted, not likely as the devs/higher lvl management usually have their own ideas whats best, so usually it never makes it to production just like the proposed, but can vary from slightly different to widely different.

So if you like the idea, speak up! and if you hate the idea, that is also valid, but to belittle a person for an idea pitch and and twist it into something like you tried to do is not needed or wanted as you add nothing to the conversation, all you add with that comment is a shake of the head by everyone reading a remark like that and the thought, "how twisted is some peoples thought processes, no wonder the world is so messed up"
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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby hallford1972 » Sun Sep 30, 2012 1:37 am

Yeah I have great creative ideas too. That's why I go to The Art Institutes not try to start some fascist regime guild. You people seriously have to gang up and attack anyone that doesn't agree with you . If that doesn't sound like an evil empire I don't know what does. Even if they were to implimate these plans Stan would just throw down a couple thousand bucks and fast level them all anyways. Ridiculous.
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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby stanfaryna » Sun Sep 30, 2012 2:21 am

wadewilson00 wrote:
stanfaryna wrote:2. Four additional hero skill slots

Not every hero has possibility to have this extra slots feeled with unique powers.
even now there are 3 heroes with brawl, and like 15 else with brawled based but named differently skills


Wade,

I wondered about that. Honestly, I don't know most of the storyline on all of the heroes. It could an interesting player project to develop an outline of potential new skills for each of the heroes. It would be great if three or more people came together and started that post on this forum.

I also understand that the development of new skills is a considerable task that demands considerable new artwork.

P.S. My PVP battle report does not show any losses yesterday. Are you sure it was my team, Wade?

I just fought an Agent Vinsent in PVP with a CA and HE team and Type III Iso-8s. I have screen shots that I'll be posting them in the next edition of The Hero Schook Review.

My team: Infiltrator Agent, Scrapper Magik and Bruiser CA with type IV Iso-8s.

Result: Almost full health for all three of my characters and all three opponents dead in Round 2.

But I have to agree with you, Wade - the AI and fight mechanics can be so unpredictable that there is no such thing as a sure thing.
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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby stanfaryna » Sun Sep 30, 2012 2:46 am

Steven,

It's interesting to me that some people are often willing to accept an inferior product or service without much ado, but they will discourage and aggressively contend any proposed solutions and change without hesitation. A few will even do their best to sabotage and stop any kind of intelligent conversation. And there will be those who for lack of counter point, attention and empathy - they go for the jugular.

All of which is disheartening for me. Our fights should be with terrible and fearsome dragons - not each other.

I suppose too that such opposition is discouraging to others who would like to share their own proposals and express their own creative imagination on the things they view as problematic.

Is the potential for change so scary in itself? Is the potential for innovation and excellence - a threat that can challenge the very identity of a person? Or is it something simple - like envy? If envy - is envy one of the greatest challenges to human progress, collaboration and happiness?

What do you think?
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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby wadewilson00 » Sun Sep 30, 2012 5:40 am

stanfaryna wrote:I wondered about that. Honestly, I don't know most of the storyline on all of the heroes. It could an interesting player project to develop an outline of potential new skills for each of the heroes. It would be great if three or more people came together and started that post on this forum.

well I'm reading comics for a while(like 5 years) and know most storylines.
In my opinion, like 25 of 34 heroes have optimum skillset.(IF,Cyclops,CA,IW,MF,Hulk.Thor...)
Other heroes like storm,bp,phoenix are too complicated or have a lot of possibilities for skills.
But anyway - the idea of extra skill has another problem - you can only use one of them each turn.
stanfaryna wrote:I just fought an Agent Vinsent in PVP with a CA and HE team and Type III Iso-8s. I have screen shots that I'll be posting them in the next edition of The Hero Schook Review.
My team: Infiltrator Agent, Scrapper Magik and Bruiser CA with type IV Iso-8s.
Result: Almost full health for all three of my characters and all three opponents dead in Round 2.
But I have to agree with you, Wade - the AI and fight mechanics can be so unpredictable that there is no such thing as a sure thing.

sure - or you are not Kobodashi?
Yep thats my team) AI always screws PoF.When I fought battle ended with HE vs CA duel))
and the reason because I'm not shown - I'm unranked and play only practice fights.
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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby samafive » Sun Sep 30, 2012 5:56 am

this thread is pointless and stupid
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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby amatsukaze » Sun Sep 30, 2012 6:32 am

Good topic
Theres a few thing that could do with tweaking first off i think heroes extending to
lvl 30 + in unrealistic the fact is it costs alot to lvl to max as it is. if there is an increase
i would say maybe with a chap release or sumthing up the lvl cap to fifteen, 3 new iso slots
in the heroes.

side note i`d love an extra power slot for my heroes but then they have to go and configure
lots of new abilities, maybe 1 day (sighs)......

However i think agent should 100% get another slot, I for one have acquired quite a few
weapons recently not to mention what was already out there and i would love to be able to use
more guns in my rotations the extra slot would allow more diversity in usage it could be rewarded
for lvl 100 -150 around there would be reasonable. But i hope there is some outcome from this
because getting to lvl 300 with no extra slots or perks really isnt fair and knowing there is no
lvl up for heroes after 12 is not Gd either hopefully they raise lvl caps every so often to keep the most
hardcore of Fans playing.

Boredom is the biggest killer Nuff said true belivers
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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby jameswoodfamily » Sun Sep 30, 2012 7:30 am

going past 12 would cost a rediculous amount of money
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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby ashrhill » Sun Sep 30, 2012 8:12 am

stanfaryna wrote:Steven,

It's interesting to me that some people are often willing to accept an inferior product or service without much ado, but they will discourage and aggressively contend any proposed solutions and change without hesitation. A few will even do their best to sabotage and stop any kind of intelligent conversation. And there will be those who for lack of counter point, attention and empathy - they go for the jugular.

All of which is disheartening for me. Our fights should be with terrible and fearsome dragons - not each other.

I suppose too that such opposition is discouraging to others who would like to share their own proposals and express their own creative imagination on the things they view as problematic.

Is the potential for change so scary in itself? Is the potential for innovation and excellence - a threat that can challenge the very identity of a person? Or is it something simple - like envy? If envy - is envy one of the greatest challenges to human progress, collaboration and happiness?

What do you think?


I think people are disparaging the idea because it affects only a small subset of the player base, those who have one or more heroes at max level (currently 12). Players do not like to have the goalposts moved as they are working toward it, they like to be able to see progress.
And to say it would only take such and such time is a very armchair developer mindset, which leaves out many details like how much does it cost for silver and shield points to level? How much time? You say people can't 'rush' it with gold but nothing stops them from buying silver and getting a leg up while others want to play 'pure' and farm their own. Newer players already look at the 100k, 200k, and 300k needed for levels 10, 11, and 12 as a huge sum how much would it cost for these extra levels?
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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby ssbrownsmarket » Sun Sep 30, 2012 12:12 pm

ashrhill wrote:
stanfaryna wrote:Steven,

It's interesting to me that some people are often willing to accept an inferior product or service without much ado, but they will discourage and aggressively contend any proposed solutions and change without hesitation. A few will even do their best to sabotage and stop any kind of intelligent conversation. And there will be those who for lack of counter point, attention and empathy - they go for the jugular.

All of which is disheartening for me. Our fights should be with terrible and fearsome dragons - not each other.

I suppose too that such opposition is discouraging to others who would like to share their own proposals and express their own creative imagination on the things they view as problematic.

Is the potential for change so scary in itself? Is the potential for innovation and excellence - a threat that can challenge the very identity of a person? Or is it something simple - like envy? If envy - is envy one of the greatest challenges to human progress, collaboration and happiness?

What do you think?


I think people are disparaging the idea because it affects only a small subset of the player base, those who have one or more heroes at max level (currently 12). Players do not like to have the goalposts moved as they are working toward it, they like to be able to see progress.
And to say it would only take such and such time is a very armchair developer mindset, which leaves out many details like how much does it cost for silver and shield points to level? How much time? You say people can't 'rush' it with gold but nothing stops them from buying silver and getting a leg up while others want to play 'pure' and farm their own. Newer players already look at the 100k, 200k, and 300k needed for levels 10, 11, and 12 as a huge sum how much would it cost for these extra levels?


I completely understand the moving goalposts feeling but also we have to keep in mind that we do progress rather quickly in this game. I do think though that if future expansion of the current system isnt done, this game will fail within a 1 year time frame. Let me explain my thoughts on this.

Let me use myself as an example, I have been playing on the playdom side only since early July is all and in less than 3 months of playing im already past the half way point of hitting the cap on agent level, ive got all heroes but one, all my heroes are at minimum lvl 8, ive got 2 heroes at lvl 11, and one training for 10 right now, Ive bought all avengers outfits, and have only a small handful of other alternate costumes.

So in 3 more months of playing what will I have to look forward to? I should be max lvl by then, and if they introduce a couple more heroes, I will have them also, ill farm enough to finish out my hero alt costumes by that time, and ill probably have all heroes to lvl 10 with probably about 10-15 of them by that time to lvl 12 with nothing much to look forward to, at that point my interest will start to wane, and like so many games in the past ill probably move on to something else, and so will a lot of other people if something isnt done to enhance gameplay at the current cap levels especially since some are already there. Opening up the remaining 2 iso slots of the remaining lvl 10's wont be enough to keep me interested as it will all be on lesser used heroes that I dont like as much so not much to get excited about.

Now lets focus now on why you say these higher levels seem out of reach and their bottlenecks, specifically SP's, Silver, and Time

SP Bottle Neck:
Sp's past agent level 30 are usually not an issue, each day, as we can visit our allies each day and receive on avg about 120 shield points per day once you max out your allies on the bottom of the screen (so 50 I believe are visitable as one of the "John"'s is actually you and thus unvisitable. So as long as you keep up your visits, this bottle neck then goes by the wayside and becomes a non issue way before these proposed changes go into effect.

Result = Problem Solved


Silver Bottle Neck:
A) Silver from Drops: As people progress in the game they find that the money bottleneck opens up some, as higher lvl drops of stuff like focus patches keep having extra levels thus are worth more when selling for example im at lvl 158 and now im seeing drops like focus patch 5's commonly each battle. If I sell this "junk" as I call it, this means considerabley more income, a focus patch one sells for a measly 50 silver, yet each focus patch 5 is worth 560, so a little over 11x the amount of the base, and im not sure what the current cap is as the only lvl 300 I know isnt on to ask but I would think probably focus patch 9 or 10 drops and would probably be worth ~1100 silver I would believe, now considering how much junk drops in normal gameplay that adds up fast.

B) Silver from Flight Deck: After maxing your planes in number and in lvl (6) and just using lvl 9 heroes (where most ppl halt progress when last skill is opened up, doing 20min missions (which most people use so they dont have to constantly be sending out remote ops) yields a payout of 750 per hero x 8 = 6000 silver, x 3 = 18,000 silver per hour, so with only 3 hrs of gameplay a day, thats 54,000 a day, and even more if you play longer (108k a day on 6 hrs of gameplay). Now if you start looking at using higher level heroes on thes ops it goes even higher, lvl 12 heroes get 950 silver for a 20 minutes x 8 = 7600 every 20miins or 22,800 an hour, 68,400 for 3 hrs of gameplay a day, and 136,800 for a 6 hr gameplay day.

End result is it takes at most 6 days to get enough silver from flight deck ops only playing for 3 hrs a day to get a hero from lvl 11 to 12, and 12 days of play from remote ops alone to get enough to advance a hero from lvl 9 to lvl 12. and thats using only lvl 9 heroes on remote ops.

Silver Conclusion: From the increase of silver gained as time goes on as you advance in the game, the silver bottle neck slowly loosens, between points A and B, you can make a considerable amount of money a day, thus the amount of silver needed to train heroes become less and less a bottle neck.

Result = A resonable timesink to slow advancement but not too big a bother as you advance,


TIme Bottleneck:
Currently there is 34 heroes possible, if we take into account training times it takes 105.8 hrs to train a hero to lvl 12, so 4.408 days so at the very quickest it would take 149.88 days (5months) to train every hero to lvl 12, now take into accout that you will miss training as your working/sleeping/doing other things/waiting on silver lets add 3 months to that, so in about 8 months at most of playing you are finished training all current heros in the game to max level.

Result = A reasonable time sink as many will not want to bother advancing lesser used heroes to 12 so in about 6-8 months you have run out of interesting heroes to advance at most.

Final Conclusion: unless something is done to prolong gameplay past current caps, even taking into account the addition of future heroes additions, after about 9 months of gameplay, all you have to look forward to is them releasing the next hero or chapter, as there is no point in playing at that time under the current system, as in 9 months time you should have been able to hit max level, hit max amount of heroes and hit max lvl on each and every hero. At that point there is no more reason to play the game other than for the chat with friends as you will have farmed every weapon available by that time. Thus the player will get bored and leave the game, even hardcore fanatics of the game.

So unless we want this game to end within a year, we need to be looking for answers now on future advancement so we can have some say so in what we would like to see, as the business plan for the future takes time, then development takes time, then testing takes time, so if they are not already working on this it would take I believe a minimum of 4-6 months to address these issues, as they also have to split time on future chapter/new hero development.

So the time is now to think on these things or we can basically already count this game is over in the next 6-9 months for us current players, and the game itself not much longer as you need a strong core to keep a game thriving, or else its better to put dev money in the next game for most companies.

Thank you for your time reading this long winded post :)
ssbrownsmarket
 
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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby ssbrownsmarket » Sun Sep 30, 2012 12:34 pm

hallford1972 wrote:Yeah I have great creative ideas too. That's why I go to The Art Institutes not try to start some fascist regime guild. You people seriously have to gang up and attack anyone that doesn't agree with you . If that doesn't sound like an evil empire I don't know what does. Even if they were to implimate these plans Stan would just throw down a couple thousand bucks and fast level them all anyways. Ridiculous.


This is going to be my one and only response to you.

You have a personal problem with Stan and Omega as a whole because you were kicked from Omega's FB group over posting inappropriate pictures, thus you have taken it upon yourself to try to disparage Stan (the founder of Omega's FB Page) and Omega every chance you get. You attack every post made by Stan and well know Omega members and encourage your friends to do so too.

This is nothing but harassment and as such the forum moderators need to do something about it. My personal belief is your account needs to be banned for repeatedly breaking the TOS by posting inappropriate pictures to their forum, for repeatedly using inappropriate language and causing a general uproar in the forums.

When asked to debate posts on a point for point basis you do not, instead you flame and post pictures, you dont add to the discussion only detract from it. I hope that becomes apparent to not only the forum readers but the forum moderators, that you are only trying your best to be abusive to Stan and Omega members simply because you broke the rules of the Omega Guild FB group page and was held accoutable for your actions, something the forum moderators here could learn a lesson from if they look into your posting history.

Good Day!
ssbrownsmarket
 
Posts: 220
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Re: HERO LEVEL 13 AND BEYOND: SPIRIT OF THE DISCIPLINES

Postby megreinersr » Sun Sep 30, 2012 3:27 pm

stanfaryna wrote:
Wade,

I wondered about that. Honestly, I don't know most of the storyline on all of the heroes. It could an interesting player project to develop an outline of potential new skills for each of the heroes. It would be great if three or more people came together and started that post on this forum.

I also understand that the development of new skills is a considerable task that demands considerable new artwork.

.


Yes, it is a considerable task. And that is why there are paid developers.

It is one thing to make a suggestion, but constant attempts to overhaul the game go beyond player input. MAA is here for the masses It serves the community as a whole, not just one man's desire to change all that he thinks is wrong or needs improving. There are developers who have meetings to discuss the future of all areas of the game. They already know which direction they want to take the game. They weigh the possibilities, the plus and minus affects any and all changes have directly and indirectly. Their time is spent deciding the future outfits of heroes, length of time between Spec Op mission, which character to release next and when, and so on. To think that you have come up with such a huge idea as higher hero levels and additional skills before the actual developers goes beyond presumptuous and into egotistical.
Again I say to make a suggestion is one thing. Developers want to hear input from players. But to lay out full blown plans with clever titles, artwork, skills, and means of implementing said changes is insulting. Leave the developing to the professionals. If there is a need to level heroes or agents higher they are already working on it. If there isn't, well, there's a reason for that too.
I am not dismissing your input or ideas but simply addressing the reality that the game developers are already 5 steps ahead of anything one person playing this game can think of. They know the path in which they want to take the game. While it may not be the path you would like to see or even think would be most beneficial in uplifting the MAA game community, you might be pleasantly surprised when we get there.
megreinersr
 
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