• Sinisism

    And if I get one more "if you don't like it, don't play"... 😑

    posted in Ideas Generator read more
  • Sinisism

    Ever since cell donations were introduced, players have been unhappy with the strict limits imposed. But not long after, it was discovered each team gets assigned a "reset" time for cell donations. Then for the hour that followed (called "happy hour" by many), we were allowed unlimited donations. It wasn't ideal, but it was a fair compromise. It was never clear whether or not this was a glitch, but if it was, it should have legit been made a feature long ago.

    Now, SP has a track record of giving with the left hand and taking away with the other. We feel it's no coincidence that epic elemental cell extraction was introduced just before the nerf/fix/whatever to our happy hour.

    So with all that in mind, as well as recent discussions about how the game has changed over time and some elements (such as rune removal fees) need to be addressed, we feel it's time to remove the cap on donations entirely. We're not asking for requests to change, but there's no reason to not allow unlimited donations. You've already blocked the ability to request many of the top monsters anyway, so where's the harm?

    And for those wondering who I've been talking to, there are a couple FB chats with many competitive team leads. They're INFURIATED with these changes. With all the problems with the game right now, why mess with something that worked just fine? So please, don't just undo this change, but go further and throw your loyal players a bone.

    Preferably, do it without taking away something else at the same time. πŸ˜’

    posted in Ideas Generator read more
  • Sinisism

    Give us a break with the "if you don't like it, don't do it" mantra. This is part of a bigger issue.

    It's a lousy value. Anyone claiming otherwise hasn't been paying attention. Is it fairly close to the 345 gem standard? Ballpark, maybe. However, we do get those really good X rune pack sales where the per-rune cost is MUCH lower, and it can even be argued you sometimes get a better deal through the cave - if you pray hard enough to the RNG gods.

    But the point that's being glossed over is when mutants were announced, to squelch the backlash, SP claimed X runes would be made much easier to obtain. We've yet to see that materialize, and quite frankly this dungeon is a slap in the face.

    posted in General Discussion read more
  • Sinisism

    As I'm setting up my roster for Battlegrounds, I've realized the rune-type-change idea would be an overall great QoL improvement for this game. As we're given an increasing number of game modes, easily tweaking or even changing a monster's role becomes ever more important. And honestly, the vast majority of us just do without and usually run with the "set it and forget it" mentality due to costs and, yes, hassle.

    posted in General Discussion read more
  • Sinisism

    This won't be what you expect.

    First of all, I need to give SP props. Of late, they're doing a few things right. They've realized the game is evolving, and have either eased up on monetary pressures (eg. free skill swapping) or given a few more freebies (eg. the cave) to compensate. The point is, the game we've come to know and love has changed dramatically since it was first released, and some aspects need to catch up.

    Over the last two weeks, rune-swaps-for-gold has been GLORIOUS. Seriously, it cannot be overstated how much life this has brought into the game. I understand it was only intended to allow for conversions to mutant runes, but it's made other things possible. I enjoyed watching my friends change rune configurations to better combat certain levels of the nemesis survival dungeon, and joined fellow teammates in moving runes around for wars. It also let us change monsters' ROLES as needed, something that's been sorely lacking in this game. Customizing our monsters shouldn't be such a drain on our resources, especially considering how expensive good monsters have become lately.

    On the ML Community page on Facebook, we were told that when the game was first made, the intent was to have all our monsters equipped with runes. Folks, that was when people had probably a dozen monsters to equip. We're WAY past that now, and to add to the strain, you've given us a rune sink in the Mutant Runes feature.

    25 gems to remove an X rune is way, way too harsh. When reconfiguring a monster for war, you'll usually need to change at least two runes on at least one monster. Then after the war, you'll usually have to switch them back. That cost is bonkers, by any metric.

    Now, I'm not onboard for a permanently "free" rune removal. That on its own wouldn't just change how the game is played, but could impact the economy in a negative way. However, there are no shortage of ideas for compromise I'd like you to consider. For example:

    • Tie further discounted rune removal fees into the rune guardian. For example, 50% off fees while the guardian is active.
    • My favorite: Keep the rune removal fees, but create a mechanic for unlimited rune type changes. If someone has a speed rune equipped, let them change the type to strength, team life, stamina, etc. on the fly (excluding golds). If they have a mutant, let them change the mutant combos. This way all monsters will still need to be equipped (which is already crazy expensive btw), but reconfiguring for wars will become accessible to non-whales.

    As I've said in these forums before, we're increasingly feeling like we're being squeezed. Milked. Even ripped off. Why not back it off just a bit and evolve this part of the game as you've done others? This little change would make a big difference for your best customers. Please, consider this request and make them happy.

    posted in General Discussion read more
  • Sinisism

    Thanks for the post, @Boris. This idea is absolute garbage to begin with, but to force the downgrade on random people is even moreso. Poor, poor customer relations there.

    posted in General Discussion read more
  • Sinisism

    https://forums.socialpointgames.com/topic/11258/team-race-feedback-and-next-actions

    "Monster Information

    We know how important it is to have as much information as possible about the Monsters we release.
    For that end, we are thinking about new ways to show stats, traits and skills directly inside the game, even before the event starts.
    This might take some time to be implemented in-game. In the meantime we commit to show reliable and detailed information about Race’s Monsters through our social channels (Update Section, Forum, Discord, Facebook)."

    Thank you, SP. When it comes to monster info, this is even more than I could have asked for. For now, @Marianne-van-Es's stat sheets are awesome as long as they're release early enough!

    Now, follow it up with being more open where appropriate in the future, and I promise it'll make a difference. πŸ™‚

    posted in General Discussion read more
  • Sinisism

    Fox says SP will release official stats and skills for Makgan today. If they do, bigtime KUDOS to SP.

    posted in General Discussion read more
  • Sinisism

    MAKUGAN INFO PLEASE.

    For farts sake.

    posted in General Discussion read more
  • Sinisism

    From what I've heard, the monster was definitely nerfed from when we first learned about him. AND the reality of the ambiguous skill descriptions turned out to be the lesser of the possibilities. I won't say the monster's useless, but it doesn't come close to having the impact we once believed.

    SP's continued silence leads me to believe the whole series of events was calculated. They knew the monster seen from early data-mining would turn heads, then the skill descriptions on the wiki would keep us on the hook through the race.

    Now the question is, will they continue this practice or be a little more open in the future? My money's on the former. Come on SP, I'm begging here, prove me wrong.

    posted in General Discussion read more

Looks like your connection to Social Point Forums was lost, please wait while we try to reconnect.