4 years ago
Conquest Launch [MEGA]
Conquest is here and it is ALL THE WAY LIVE!!! Please feel free to provide feedback and let us know if there are any issues. UPDATE: The following are known issues: Various UI issues i...
"Kyno;c-2236590" wrote:"Starslayer;c-2236560" wrote:"Kyno;c-2236555" wrote:"Ragnarok_COTF;c-2236554" wrote:"Kyno;c-2236551" wrote:"Ragnarok_COTF;c-2236532" wrote:
Or they could let us enjoy the disks by not charging so much to swap them around. I would rather things be more difficult and let me use my tools.
The cost was higher in initial testing and was lowered due to feedback around this. They dont seem to have any plans to remove this, they want the choices of which ones to use to have some value and feel meaningful.
I'd say they accomplished this, but I'd also say that's a silly goal to have. As I said earlier, it would be more fun for the players, imo, if the content was harder and I had more tools at my disposal.
I may change my tune after trying hard mode. But for now, I feel like the most enjoyable aspect of Conquest is being gated without a compelling (imo) reason.
I feel like this is the reason for many things that exist in almost every game.
From some of the talk about this, they definitely accomplished the goal. Players are putting thoughtful actions when it comes to data discs, even at this point.
I dont suspect anyone would choose to have it this way over free, but I personally dont see the low cost as any deterrent from having fun in this game mode. I even moved a few around this time to help with feats, but I have not moved any since gaining max crate, which is effecting my ability to finish off "useless" feats.
I agree though it would be cool if they were moved for free.
I don’t get it. The choice of data disks is meaningful because it plays a role to decide if you’ll win the battle or not. So a bad choice of data disks make you lose energy. What the cost in conquest money changes is the urge to build a ‘standard set up’ that will be appropriate for a couple of teams and only use those teams, instead of changing them around to adapt your set to different teams, effectively motivate you to use the depth of your roster. Though the possibility to build several set ups instead of one would alleviate this.
I believe what you are saying is showing that the cost is driving you make "important choices", that each one you place has "more value" because of it.
Players are going to move them if they want to, and the cost is making that no trivial thing.