Suggested by: @Esentis
Arena PVP and its flaws:
Hello, Dr. Catterall here again. Today I was informed of a pretty good topic I was planning to talk about in a few weeks by a letter received by @Esentis. The workers over at Department [ᴄʟᴀssɪғɪᴇᴅ] of Ao' Espan Poison Ltd found the letter and were so excited they left their stations just to tell me, so I knew it was good.
Today, I shall be talking about Arena PVP and its long list of flaws or issues.
For those who are new to Monster Legends, Arena PVP is a thing where you have a bunch of seasons, you attack randomly selected people who are usually 10x better than you with three level X speed runes, and at the end of a season you get a (usually) average reward depending on how many trophies you got in the season. It'll make more sense once you play it, trust me. Now that your familiar with PVP, let's talk about its flaws.
One: Way WAY to repetitive.
Although it might sound fun at first, it quickly gets old. Literally all you do for an entire season is attack one person out of a random three selected, win/lose, attack one person out of a random three selected, win/lose, attack one person out of a random three selected and so on. There is no sense of accomplishment, especially when the seasons last so long. And at the end of it, is there a brand new change in the next season? Does something revolutionary happen that was worth all your effort? No. The only difference is that at the end of the season the number at the top changes by one. The past 33 seasons have all been the exact same thing.
Solution: Add more variety. Maybe make it so each season has a theme. Or maybe in one season only one type of rune works, or in one season maybe it could be that all runes are twice as effective, or maybe make it were different seasons have different element or book restrictions (excluding exclusive books, nemesis etc), or maybe one season could last half as long and give twice as many attacks, or maybe in one season one or more status effects might become obsolete, giving way to new META each time I don't know just do anything that isn't just "Attack, win/lose, repeat" 500 times with no real change at all.
Two: The rewards aren't rewarding enough.
So, it's the end of the season and you've put so much effort in that you can't WAIT to see the goodies you've collected and then you go from excitement to utter disappointment.
I understand that heroric orbs are valuable. But considering how you pretty much need 1500+ orbs to get one level 100 Warmaster, most of the rewards are completely useless unless you're in the VERY top rankings (the p2w/ spend way to much time on the game ones). I'm not sure if spending 15 seasons just gathering heroric orbs is too long to spend.
And as for relics, I don't care about relics. I understand they were a nice addition and stuff, and I understand how useful they are in the TOP leagues, but I'd rather spend my food upgrading monsters then upgrading some metal stuff that nine times out of ten doesn't even help me in the long run because I'm not a God with 500 diamond relics. Listen, Social Point, you know your reward system sucks when I'd rather spend all game in the Bronze leagues farming gems and food than move up to Silver or higher.
Solution: Come up with a reward model that benefits everyone. Here's one I made earlier, you can use it if you wish:
Beginner: 4k food, 10k gold.
Bronze III: 1 gem, 50k food, 50k gold.
Bronze II: 5 gems, 75k food, 75k gold.
Bronze I: 10 gems, 100k food, 100k gold.
Silver III: 1 bronze relic chest, 12 gems, 150k food, Level IV strength rune.
Silver II: 2 bronze relic chests, 15 gems, 200k food, Level IV life rune.
Silver I: 3 bronze relic chests, 15 gems, 250k food, level IV speed rune.
Gold III: 1 silver relic chest, 20 gems, 300k food, 50 Heroic Orbs
Gold II: 2 silver relic chests, 25 gems, 400k food, 75 Heroic Orbs
Gold I: 3 silver relic chests, 30 gems, 500k food, 150 Heroic Orbs
Legendary IV: 1 Gold relic chest, 35 gems, 600k food, 200 Heroic Orbs
Legendary III (Top 500): 2 Gold Relic chests, 40 gems, 750k food, 350 Heroic Orbs
Legendary II (Top 100): 3 Gold Relic chests, 50 gems, 1M food, 500 Heroic Orbs
Legendary I (Top 30): 6 Gold Relic Chests, 75 gems, 1.5M food, 600 Heroic Orbs
Legendary Leader (Best Player): 3 Diamond Relic Chests, 100 gems, 2M food, 1.2k Heroic Orbs.
And I know I say this every time, but to all the crazy paranoid people, this isn't going to cause Social Point to go bankrupt and die. They still have a number of offers and adverts they can rely on. Calm down and stop fear mongering for five minutes.
Three: Make it more fast paced and not drawn out.
Sometimes getting every attack in a season feels like a massive effort considering just how long the seasons last. You'll spend ages waiting for the same average rewards over and over again and sometimes you just think to yourself "Why am I even doing this." Or at least I do, anyway.
Solution: Season lasts seven days. Weekly seasons!
And to those who say the rewards are too OP for weekly seasons, may I remind you that with higher rewards with potentially more attacks and element/effect/rune regulations, would cause competition to sky rocket, meaning the same group of P2W people wont constantly get the better rewards, balancing the rewards in the long run.
HOW TO DO THIS EFFECTIVELY:
Doing one of the three changes is good enough, sure, but to really make Arena PVP more enjoyable try implementing all the changes together, that way PVP can be weekly seasons with different METAs and tactics each season other than just attack, win/lose, die and the rewards would be better and worth fighting for. Or, more likely, just ignore this post and maybe add something at like season 50 when everyone is already bored to celebrate 50 seasons or something, then at season 51 go back to being the same bland thing until maybe season 100.