• Karbie Sweet

    I might have been too quick in judging the new dungeons. The rewards have decreased: gems from 272 to 240, and elementium from 68 to 36 per month. I guess they figured we'll get some rewards from the Cave and took them out from the dungeons. So I guess it is more gambling and less actual gameplay, which contradicts what my initial post was saying. So there. I was optimistic for once and the good old profit was behind this too.

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  • Karbie Sweet

    I welcome the changes recently implemented for the dungeons. I believe that this game feature has a lot of unexplored potential. I prefer to engage in battle more than anything else. It is fun, it is what, in my opinion, ML should be more about.
    More specifically, I really appreciate the following:

    • The reorganization of dungeons in a more consistent, predictable calendar;

    • More dungeons during the weekend, when players usually have more time on their hands;

    • Each dungeon is structured around a type of reward, which allows the players to focus on those dungeons bringing the resource that they need;

    • Eliminating the items from the reward roulette, as they were just a little nuisance the players had to put up with. Cells for monsters, even if older or lower quality, give some sort of satisfaction.

    • Rethinking the elemental dungeon difficulty according to player level. Before, the first nodes were too easy to get through.

    Going forward, I would like to have even more opportunities to use my monsters in battle. I invest so much in them and really, the battle opportunities are rather limited. So, I would like to see:

    • Even more difficult dungeons, perhaps with some mid-level runes and some starting battle conditions. I know that there has to be a balance between new and more advanced players. However, most of the dungeons are still very easy to go through for an advanced player.

    • For more difficult dungeons, the reward could be some cells for legendary/epic non-breedable monsters, even if older. Say 25 cells of Metalhead or something similar. I am not looking for big rewards, just something that is enough to engage the player in battle.

    Getting back to the initial message, thanks to the developers for rethinking this feature. I really appreciate it.

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  • Karbie Sweet

    I understand there has to be a shortcut to fame and fortune for paying customers, but this is too much. Paying should give a boost to starting players, but not put them on the same level with those that worked hard for a strong economy. This will drive away even more the players that actually put some strategic thought in this game. We already see them quitting by numbers.

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  • Karbie Sweet

    I don't have to see all the monsters in the habitat, do I? The animation is a big mess as it is, so when I look for a certain monster I use the monstagram or the list in pvp. So, the habitats could very well contain 5 or even 6 monsters, even if the animation would only show 4 monsters.

    I am sorry, but the problem with old devices is just an excuse. The high price for Vault space is the proof that the real issue is SP trying to limit the number of monsters we'd be able to host for free. You pay or you gonna have to sell some monsters, which we all hate to do. I understand the idea, but let's be honest about it and not blame it on some animation.

    Fingers crossed for this new feature they promise, which could reverse this policy. But I am afraid it is going to be some kind of monthly subscription or pass.

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  • Karbie Sweet

    Reading through the messages -- indeed, the islands could use a major overhaul. I have to say I am a bit embarrassed when I show the game to my friends. They are all like, what is this old game you play?

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  • Karbie Sweet

    Positive effects have been an interesting addition, but Thalassa and Sherezar effectively remove them, only to immediately apply control. So we are back to square one, back to chain control, exactly where we were more than one year ago when Xiron Ruby was dominating pvp.

    This reveals a much bigger problem with the game mechanic. In a strategy game, it should not be sufficient to have a highly ranked unit/monster/card in order to win; more importance should be given to the experience and the know-how of the payers about how/when/where to deploy the unit. This is what strategy means. By comparison, in ML it is sufficient to buy your way to the top; you only need to copy the skills and rune set-up of top pvp players and you are all set; put some OP monsters on defense and you don't even have to play. In my opinion, this is the crux of the matter.

    For the most part, ML is conceived as a grinding game - collect gold, feed your monsters, etc. - with some loose elements of strategy that are meant to encourage spending. Think of chess. Truly strategic/competitive games have a limited number of cards/units/monsters and endless possibilities. And there are some really good mobile games that are focused on strategy and provide just that: endless pvp, real-time playing, where skill is more important than anything else. But ML is not one of them.

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  • Karbie Sweet

    @marianne-van-es I was talking about the work and pride of achieving a high performance economy. You make it sound as if I was talking about 25 gems and you suggest I am being cheap. I think this is a new low even for you.

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  • Karbie Sweet

    I think that the survival dungeons have also disappeared? That's 22 gems and 14 elementium less each month, not to mention the cells to rank a good epic.

    There are definitely aspects that I enjoy about the new dungeons. But I cannot shake the feeling that for each step forward there are two steps back.

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  • Karbie Sweet

    They had an offer on cells for monsters and an event in MW to get the epic Freedom Feather. Both mentioned Patriot Day.

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