https:// i.ibb. co/b60kVrr / Whales-vs-Minnows.png (backspace the spaces)
Will they ever fix this issue in Battlegrounds? I guess we’ll have to wait, and see!
https:// i.ibb. co/b60kVrr / Whales-vs-Minnows.png (backspace the spaces)
Will they ever fix this issue in Battlegrounds? I guess we’ll have to wait, and see!
Yeah, I would vastly prefer the current system with about 2 patches per 6 months but also two seasons per 6 months.
It’s a feature, not a bug. The spenders got to get some value out of the heaps of cash they throw at the game, which is steamrolling non spenders, which at the same time incentives spending for the people that don’t to be able to compete.
If it means overlapping seasons, like:
January 2023: Season 1 starts. Runs until June 2023.
April 2023: Season 2 starts. Runs until September 2023.
July 2023: Season 3 starts: Runs until December 2023.
That could be quite good. Longer seasons, but shorter wait time between fresh starts, for those waiting to jump in.
All new patches are then applied to both of these seasons as they run. On average 2 major patches in each season.
No, that’s the part that sucks. Second patch revamp X char, means any progress you’ve already made in that season is now moot. Having patches between seasons means the seasons are “static”, you know exactly what you get in each one.
They do need to balance BG’s, though. Sometimes it’s 8xwhales($ spent) vs 8xF2P($0 - low $ spent). Sometimes it’s 5xwhales + 3xF2P vs 3xwhales + 1xF2P(low spender with medium stats) + 4xF2P. Maybe they can go by totals of resonance + combat rating to balance each side out.
Example of an unbalanced BG:
8xwhales with 5,000 resonance and 3,400 combat rating each = 40,000 resonance total and 27,200 combat rating total
vs
8xF2P with 400 resonance and 2,200 combat rating each = 3,200 resonance total and 17,600 combat rating total
As you can see this is a joke of a BG match. Should not have this big a difference between whales vs F2P.
Example of a balanced BG:
5xwhales with 5,000 resonance and 3,400 combat rating each = 25,000 resonance total and 17,000 combat rating total
3xF2P with 400 resonance and 2,200 combat rating each = 1,200 resonance total and 6,600 combat rating total
vs
5xwhales with 5,000 resonance and 3,400 combat rating each = 25,000 resonance total and 17,000 combat rating total
3xF2P with 400 resonance and 2,200 combat rating each = 1,200 resonance total and 6,600 combat rating total
As you can see this is an evenly matched BG match. Total values are the same, or should be around the same when matchmaking.
I’m a F2P $0 spent Barbarian. Got to over 2,100 cr last week, or two ago, and reached Legend on the Barb BG list. 47% win rate. Some of the BG’s were evenly matched. Some of them were not(whales kept us in our initial spawn zone, and even hacked/bugged through the safe zone wall). Had this happen countless numbers of times. I usually don’t do PvP in games(D2/D2R/etc.), but I tried it with Immortal, and it is actually fun. Just needs balancing is all!
It doesn’t really need to. Phone apps like that are more interested in metrics such as total number of downloads than in player retention. They prioritize quantity over quality because if they do so, it eventually leads to long term profit.
The thing about the mobile pay2win business model is that it’s profit grows slowly based on the pareto principle, the top few % of whales will bring 80% of the profit that any big number of minnows would.
Think Pokémon GO. Game had a MASSIVE start when it comes to popularity, was probably the biggest boom I’ve ever seen an application have. Then it “completely died out”, no “real gamer” was talking about it anymore. Yet, the game made 1.2 billion dollars last year. The reason for that is that “real gamers” were never the target audience, and they were quickly filtered out. Aunties playing the game in a train journey and mindlessly throwing money at it (I’ve seen it happen, every time I’m in a train I see at least one middle aged lady playing Pokémon Go) were. Likewise, Diablo Immortal was never truly aimed at Diablo fans, it’s aimed at a completely different audience that is going to steadily, and quietly, give it money. Perhaps the audience that doesn’t really care about their character actually being garbage as long as they’re “making progress”, which will give them small MTX, and keep the big whales who want to farm them for fun giving them big MTX.
Activision Blizzard’s biggest source of profit is King and their Candy Crush game. They know exactly what they’re doing when it comes to making a game that is purely for profit and not to be an actual good game.
Warband Raid is not optimal: 8 player required when a warband at best can gather 5-6 players online…
Solutions:
a) Let Warband be with 8 elements but make the Boss require 6 players.
b) Let Boss require 8 players but increase the size of Warband to 10.
Warband-Leaders are busy “importing” extraneous players to make for their warband friends that can’t be online on a certain date on a certain hour. This will give some flexibility.
Also sounds like that company is abandoning a bunch of new projects and firing people because of their downturn however.
Sometimes a product can make a bunch of revenue, and still be less than they expected. Not that Pokemon Go is anywhere close to a failure of course.
Nor is design everything. Not even the insidious type. Heck, closer to nothing. They can make two nearly identical games, one becoming a big success and another a failure, based on random chance of hype happening or not. Blizzard is better positioned than most to capitalize on hype, as their brand brings attention on its own, whereas smaller developers has to rely a lot on lucky attention. But Blizzard aren’t invincible either.
Way too early to conclude whether D:I is a success, a failure, or just a typical game in between. But ATVI having had success with other predatory games doesn’t mean this one is bound to do the same.
Yeah, it is wild how Blizzard can design and run an MMO for nearly 20 years, and then make a rookie mistake like that.
That’s bad management on Niantic’s part, and to be fair, they are a one-trick pony. But it’s still a gold mine of a product with gross revenue in the top 10 for video games in general.
I’m not saying it’s a success yet, just saying that a big downfall of players at the start isn’t a new thing for games of this type and definitely doesn’t mean the game isn’t gonna produce a river of money.
I’m still not a fan of “content” being more checkboxes in the codex, but this is a LOT more than the teaser message suggested.
I like the idea of class change. Fits well in a mobile game like this. Also free appearance change is something some ppl do like. Alot of newer games seem to have that.
Now maybe they add a new class aswell?
How is the China situation? lol
Sigh. Check this out from the new Adventurer’s Path…
One of the first tasks is to complete the First Kill of the Day.
The server’s daily reset was at 03:00 CEST.
The maintenance / patching was at 10:00 - 12:00 CEST.
How is anyone that got their first kill between 03:00 and 10:00 supposed to get that?
I thought patch was 22:00 jul-19 and sever reset was 03:00 July-20.
That makes sense.
(Haven’t played yet. Just got downloads and coffee )
This is the one I’m interested in. Will be very happy if they can make that PC client more stable so I can actually try the game instead of being dumped to the desktop every two minutes (literally).
I don’t get dumped to desktop all that often, but I do get DCed a lot which is annoying.
I haven’t been able to stay in the app long enough to get DCed. That’s how unstable it’s been. Hell, I haven’t even been able to get to Deckard Cain to turn in the last part of the very first quest chain. I think a big part of the problem is that certain actions are triggering code meant for ARM64 in the PC client, which has the unfortunate result in simply halting the app entirely as Intel’s architecture can’t do its normal “silent ignore” for invalid functions with that code like it normally would (the reciprocal of which is “unsafe” code that gets ignored silently on Intel’s architecture will flat out halt an ARM64 CPU entirely).
Either way, it’s unplayable for me. Sucks too because it looks more fun than D3. Sadly we’ll never see its features in D3 because that would cannibalize D:I’s whale intake.
I honestly do find it very fun for my playstyle. I just have to remind myself digital cookies daily are not needed so I don’t spend too much time in it.
It was pretty stable on the old laptop, and is pretty stable on the new one too. HUGE difference between the two. 2013 laptop vs new one. Not even the same OS anymore.
Hopefully they fix that. DI is quite enjoyable. (As long as you don’t binge play or compete)
Remember, it does have cross progression. Play on PC or play on phone, same character is used and progresses (as long as you use your Battle.Net account)
You can see the (lack of) details on the PC. But that flaw is hidden by the small screen on mobile.
My eyesight doesn’t lend to playing on mobile. I’d get migraines damn near instantly trying that. I have enough of a time enjoying TextTwist 2 on my Galaxy Tab A (2016 version).