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  1. #91
    Quote Originally Posted by Aristo4 View Post
    Additional content must have been the fix for claiming achievements. Claimed everything again after 1 month of wait :O
    Yeah, one of our programmers had an eureka moment, so we rushed out a server fix. We're not 100% sure it fixes everyone, but we figured it was safe and simple enough to send it out now.

    Please let us know if it has fixed the issue blocking you from getting challenges/achievements. If it hasn't, please pop support a line at [email protected] so they can help pass along more details to our team.

  2. #92
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    Quote Originally Posted by Sparton_LOTB View Post
    Yeah, one of our programmers had an eureka moment, so we rushed out a server fix. We're not 100% sure it fixes everyone, but we figured it was safe and simple enough to send it out now.

    Please let us know if it has fixed the issue blocking you from getting challenges/achievements. If it hasn't, please pop support a line at [email protected] so they can help pass along more details to our team.
    Well done to the guy anyway...and give him a cookie from me

  3. #93
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    Quote Originally Posted by Sparton_LOTB View Post
    Yeah, one of our programmers had an eureka moment, so we rushed out a server fix. We're not 100% sure it fixes everyone, but we figured it was safe and simple enough to send it out now.

    Please let us know if it has fixed the issue blocking you from getting challenges/achievements. If it hasn't, please pop support a line at [email protected] so they can help pass along more details to our team.
    It worked for me thanks

  4. #94
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    Well Done!

    Achievements working for me too! Nice Job!

  5. #95
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    Quote Originally Posted by mjmxiii View Post

    What needs to be understood is that with the number of competitors, getting into the highest reward tier is unattainable even for the best Prisoner DEF teams unless you never sleep and have free time 24/7. Not a flawed system though, as it seems more intentionally flawed to make that money. Quite genius really.
    I guess it is more the bitterness that speaks but it really isn't genious if one thinks ahead in time a little bit. It is a system which is completely about making a lot of revenue fast and a huge revenue on a very selective group of people over the course of time- at last that's how the incentives are set right now. Genious would be something sustainable that makes money consistantly.

    At the beginning people will be spending Ironite (that you can already see). However, taking the fun of playing the game aside there is an actively limited number of people who will have success when spending. 25 to be precise. The more ironite someone spends right now, the higher are the chances he won't spend anything ever again on PvP in the future if he doesn't make it into the 25. Maybe he tries again, and maybe again after that, but this is not sustainable for him.

    Those who made it into the 25 will probably keep spending ironite in the next week, but they might evaluate if it was actually worth it. So chances are they quit spending at some point as well.

    There's an interesting effect here, that when paying you don't substitute time with money - which is usually the case in free to play games and is true in PvE here as well - but you actually spend money to spend more time.
    The group of people who has both in an amount they no longer need to care are the only ones who will stick with the system for a longer period of time.

    My solution would be to make the PvP-system itself completely free of Ironite. Make money off of PvE which you still need to get Talismans, Characters, etc. to be competitive but charge for convenience there - as they already do. Maybe introduce other aspects that are mandatory to get there and you need for PvP.
    If the finance system does't work as the team wishes right know it might be due to some really questionable pricing policy (and completely aside from the actual price, what's with those crossed out red numbers a pack was never in store for?) and the fact that the main Item I thought the shop was there for is completely useless (souls).

    Is is really a shame that the system is in danger to hold back PvP because I do see a huge potential there and it defintely has the power to become the core element of of the game. But there needs to be a spirit of fair competition, a will to play for the fun of it and not just to cross finishing another line - a line that is moving and you are pulled back from.

    My two cents, I completly agree with Slauki.

  6. #96
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    Quote Originally Posted by Nine View Post
    I guess it is more the bitterness that speaks but it really isn't genious if one thinks ahead in time a little bit. It is a system which is completely about making a lot of revenue fast and a huge revenue on a very selective group of people over the course of time- at last that's how the incentives are set right now. Genious would be something sustainable that makes money consistantly.

    At the beginning people will be spending Ironite (that you can already see). However, taking the fun of playing the game aside there is an actively limited number of people who will have success when spending. 25 to be precise. The more ironite someone spends right now, the higher are the chances he won't spend anything ever again on PvP in the future if he doesn't make it into the 25. Maybe he tries again, and maybe again after that, but this is not sustainable for him.

    Those who made it into the 25 will probably keep spending ironite in the next week, but they might evaluate if it was actually worth it. So chances are they quit spending at some point as well.

    There's an interesting effect here, that when paying you don't substitute time with money - which is usually the case in free to play games and is true in PvE here as well - but you actually spend money to spend more time.
    The group of people who has both in an amount they no longer need to care are the only ones who will stick with the system for a longer period of time.

    My solution would be to make the PvP-system itself completely free of Ironite. Make money off of PvE which you still need to get Talismans, Characters, etc. to be competitive but charge for convenience there - as they already do. Maybe introduce other aspects that are mandatory to get there and you need for PvP.
    If the finance system does't work as the team wishes right know it might be due to some really questionable pricing policy (and completely aside from the actual price, what's with those crossed out red numbers a pack was never in store for?) and the fact that the main Item I thought the shop was there for is completely useless (souls).

    Is is really a shame that the system is in danger to hold back PvP because I do see a huge potential there and it defintely has the power to become the core element of of the game. But there needs to be a spirit of fair competition, a will to play for the fun of it and not just to cross finishing another line - a line that is moving and you are pulled back from.

    My two cents, I completly agree with Slauki.
    I hear you, but PVP is where the real opportunity to make $ is, so they have to make this work.

    I do think you had some points in that the current setup will be limited in who will spend long term (I tried to address that in my earlier post). I think the devs have to try to monetize here, but I hope they achieve a satisfactory experience for F2P players or there won't be many playing after awhile.

    I trust tweaking will be ongoing.

  7. #97
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    Achievements fixed for me too. Many thanks!

  8. #98
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    Quote Originally Posted by BillLion View Post
    I hear you, but PVP is where the real opportunity to make $ is, so they have to make this work.

    I do think you had some points in that the current setup will be limited in who will spend long term (I tried to address that in my earlier post). I think the devs have to try to monetize here, but I hope they achieve a satisfactory experience for F2P players or there won't be many playing after awhile.

    I trust tweaking will be ongoing.
    I agree with you. Reading my post again, I have to point out that I wasn't referring to myself regarding the "bitterness". I know they have to make money - might it ony be to cover expenses. I try to be fair and realistic about it. And yeah, my solution is more off a wish, but there are games that are financing themselves by selling hats! That would be the ideal case, but of course coming up with an incentive to spend money that works and has no side effect of restricting the game play is really hard to come up with.

    Regarding tweaking, my guess would be there are two more or less immediate changes coming: Long term goal rewards that are independent of the leader board, payable via coins (and I think those were already more or less announced). It keeps those players interested that cannot or don't want compete at the top. That wouldn't be the most innovative thing to do, more of carrot, but it myight suffice.
    Second teaking I expect in the next month is an adjustment of the higher ranks regarding the number of people in it. When I read about the beta with a much smaller pool I thought those would be changed when going "live". Seeing how many players there are, they might as well simply multiply it by 10 - the absolute number of points is still a huge barrier.

  9. #99
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    one observation: i refresh the list the whole day but it seems to only give me lower rank people to fight.
    samplesize of 6-8 but there seems to be something wrong there.
    it would be good if also some higher ranks would appear, but maybe this is just me or simply coincidence...

    anyone similar observations?

    EDIT: daily rewards were fixed for me too, good one :-)

  10. #100
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    I think he might have been calling out my bitterness. So hard to read emotions through text, never let it bug me unless it's in ALL CAPS!

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