DeletedUser9601
Guest
Think about it.
Inno releases a new feature:
-Does it make sense that the feature is immediately conquered by a Chapter 3 player, let alone even the top 25% of the player base? Do they make any money from that? Especially when you consider the rewards include diamonds, magic buildings, and new prestige buildings?
-Does it make sense that a Chapter 3 player (or again, even a top 25% player) should be able to readily progress to the end on launch, with Inno knowing that the top 1% of players (that have millions of goods for catering, and 100+ levels of military AWs to boost their troops) will be able to basically farm the best possible rewards with no effort, not to mention a slew of other solid rewards along the way to the 25th waypoint?
-Does it make sense for the developers to set the difficulty at "Very Easy" in beta, only to have to ramp up the difficulty when its clear that Spire becomes a loot pinata? How does the community respond to that? Compared to Inno graciously announcing that Spire just got 50% easier once it hits live?
-Does it make sense from a "testing" standpoint to have easy encounters that everyone blows through on their first try? Or difficult encounters that push players to test the edges of what is possible, and require players to test encounters 5, 10, 15 times? What results in better "testing"?
When tournaments launched, no one was hitting 10 chests except the top 1 or 2 FSes for each world. It was fine. People figured out how to get better at tournaments, coordinate participation, and achieve 10 chests (or 8 or 9). Plus power creep helped solve this.
When FSAs launched, no one was competing for the top prizes except the top 5-10 FSes for each world. It was fine. Some people joined FSes devoted to winning FSAs; other FSes got much better at coordination and planning.
When every chapter has launched since Halflings, everyone complains that unless you have a blue city or have 10+ premium expansions, you can't progress. It was fine. Theorycrafting got better, and techlocked players got better with AW growth.
Listen, we all agree that whatever Spire looks like, the rewards need to match the effort/resources required. But you're speculating about a chess game of pawns vs queens based on beta server hearsay of an unfinished product. If this hits live, and it sucks, Inno will know. They can track participation pretty easily. I don't think they've devoted resources, artwork, time and money to Spire for it to only go unused.
Inno releases a new feature:
-Does it make sense that the feature is immediately conquered by a Chapter 3 player, let alone even the top 25% of the player base? Do they make any money from that? Especially when you consider the rewards include diamonds, magic buildings, and new prestige buildings?
-Does it make sense that a Chapter 3 player (or again, even a top 25% player) should be able to readily progress to the end on launch, with Inno knowing that the top 1% of players (that have millions of goods for catering, and 100+ levels of military AWs to boost their troops) will be able to basically farm the best possible rewards with no effort, not to mention a slew of other solid rewards along the way to the 25th waypoint?
-Does it make sense for the developers to set the difficulty at "Very Easy" in beta, only to have to ramp up the difficulty when its clear that Spire becomes a loot pinata? How does the community respond to that? Compared to Inno graciously announcing that Spire just got 50% easier once it hits live?
-Does it make sense from a "testing" standpoint to have easy encounters that everyone blows through on their first try? Or difficult encounters that push players to test the edges of what is possible, and require players to test encounters 5, 10, 15 times? What results in better "testing"?
When tournaments launched, no one was hitting 10 chests except the top 1 or 2 FSes for each world. It was fine. People figured out how to get better at tournaments, coordinate participation, and achieve 10 chests (or 8 or 9). Plus power creep helped solve this.
When FSAs launched, no one was competing for the top prizes except the top 5-10 FSes for each world. It was fine. Some people joined FSes devoted to winning FSAs; other FSes got much better at coordination and planning.
When every chapter has launched since Halflings, everyone complains that unless you have a blue city or have 10+ premium expansions, you can't progress. It was fine. Theorycrafting got better, and techlocked players got better with AW growth.
Listen, we all agree that whatever Spire looks like, the rewards need to match the effort/resources required. But you're speculating about a chess game of pawns vs queens based on beta server hearsay of an unfinished product. If this hits live, and it sucks, Inno will know. They can track participation pretty easily. I don't think they've devoted resources, artwork, time and money to Spire for it to only go unused.