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My expectation isn't so much the way the game works and you level up units. I do think that's a mistake, but it can be made to be an okay system. As for the rest of the game, I think it's amazing for a mobile RTS. I've enjoyed it far more than I expected and have no complaints on the gameplay itself.
However, the pricing is absolutely unacceptable. $25 is what I might spend on a fully-fleshed third faction. I would need to buy two of the $19.99 holiday bundles to get a unit up to my level from nothing. So, $40 for a brand new unit when it's "on sale"? No thank you.
Nobody should ever expect to pay that much for ONE unit. First of all, the actual technical effort required to design it, program it, do the unit animations, voicework, etc cannot possibly justify the prices they set. I work as a software engineer and project manager in an industry rife with overcharging customers for the effort actually put into the software. I can say with certainty that the percentage they're charging you for these bundles is absolutely insane. I would pay $4 at most to get one unit to my level and I'd even hesitate at that.
What is being charged is not a fair price and goes against the expectations we should have as customers. Again, $59.99 is the average market price for a AAA game. Now compare the effort required to make a unit to making a AAA game. Do you really think it's a $10-$20 difference in effort?
To recap, the gameplay exceeds all of my expectations. It's quite simply amazing. However, the pricing for the microtransactions is simply insane. Make them reasonable and the leveling of units will be more palatable.
Situation: crates are too expensive, and not very beneficial.
Direct Result: Most players will avoid them.
In-direct Result: "Pay to win" isn't a common occurrence. Most matches are instead decided by skill and to a more extent account age over money spent.
Situation: Crates are cheap and have a much higher impact on level
Direct Result: Sales are high, most players won't mind a level or two for 10 bucks
in-direct result: Those who want to go free to play are punching bags for the paying elite.
The game can't be P2W and too expensive at the same time. While I wouldn't mind pitching in 10 bucks a month or so, seems I'll just have to put it in a jar and wait for reasonable deals.
- 7 years ago
no its a pay to win
i just seen a post of a guy complaining about his lvl 15 max units and getting cards for those units
so he really did P2W on the game it does happen. what needs to happen is that the unit lvls need to go away to balance the field so then it is all about skill
the player should be the only thing with a lvl to unlock units
- 7 years ago
You know, the current card system that Rivals is using isn't that new. Hearthstone has it. Clash Royale has it. Heck, even that game Marvel Puzzle Quest has it. If players want to p2w, by all means, go right ahead. No one is disputing the presence of P2W being an advantage. Higher level stacks the cards in your favor. Though there is still some level of skill involved as we've all met that overleveled player that doesn't know what he's doing.
But i reckon, your main gripe (and most of the forum) really is the inability to have a game mode within Rivals that allows for leveled play.
If there's a separate mode within the game that allows for that, and there still exist the league tiers, would that sit better with you?
- 7 years ago
that would be nice but we all know it wont happen
ive been grinding out on this game for a whiiile now im at max player lvl but i have * for units my max is 10
i just dont see the "pay off" for a game like this im slowly starting to walk away from it my medal count has stalled out im not going anywhere and grinding for weeks for one unit isnt that much fun
- 7 years ago
@punishertrd wrote:that would be nice but we all know it wont happen
ive been grinding out on this game for a whiiile now im at max player lvl but i have * for units my max is 10
i just dont see the "pay off" for a game like this im slowly starting to walk away from it my medal count has stalled out im not going anywhere and grinding for weeks for one unit isnt that much fun
I can see how that can be frustrating for you. For context, how long did it take to get to your level anyway? I'm curious since i really only started this game a little over a week.
The way I'm seeing the game is that it's in its infancy stages. There's still some improvements in the UX beyond the game play. It still seems rather basic compared to other mobile games. I'm hopeful that it'll get better with a strong enough community.Ask me again 3 months later if i still feel the same. 😛
- 7 years ago
A separate mode with no levels might be enough to fix the issue honestly. I'm only here because I want a mobile RTS to kill time while I'm out and about or waiting on something. However, if that RTS becomes too frustrating to play then I'm just not going to play it.
- 7 years ago
@iLikeToSnipe21 wrote:A separate mode with no levels might be enough to fix the issue honestly. I'm only here because I want a mobile RTS to kill time while I'm out and about or waiting on something. However, if that RTS becomes too frustrating to play then I'm just not going to play it.
Agreed. Clash Royale took awhile to find its stride though they did do a good job having a separate game mode that allowed for equal playing field (requires minimal in-game currency) for on-demand playing and then timed events. I still think they've done a good job through the years (i believe its coming to their 3rd year soon.
And a game really should have a good level of frustration and satisfaction. Enough frustration to drive you but not to the point of wanting to throw your device across the room lol
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