[Plus similar comments from others]
There is indeed some server instability happening on and off. I came into the office hearing the tech team discussing it, so I know they're already working on improving stability.
Hm, I'll review what's going on for the specific talisman choices. I think there was some confusion a while aback about what talismans were supposed to be in secret locations only, and they've just kinda been sitting in the same place for a while.
Odd indeed, I'll pass that along for investigation.
It should just be temporary... perhaps kill the app and restart will fix that?
With the exception of the load time bug, it doesn't make sense to say that "the time involved is getting higher and higher". The time to do 50 battles hasn't changed, so the recent changes should not have meaningfully required you to spend more time in the app. If anything, one of the recent updates increasing combat speed on auto has made going through 50 troopers faster, not slower, and with this update you'll have shorter (if more frequent) sessions due to the Skull Quests costing more Sands of Time (which is part of the reason why we changed the costs and unlock method the way we did, so people don't feel obligated to have very long sessions as often).
As I stated earlier, though, I do agree we want to streamline that further, but no mechanics in this update should have made your play sessions longer if using all 50 troopers is your goal. There's the load time problems, yes, but we've also already release the hotfix on Android (and the iOS update should soon follow, once it's approved).
Thank you for the thorough and thoughtful response. I've passed this along to the team.
I think it's fair to say that a lot of people haven't agreed with our method of seeding a limited amount of the new Eternal characters into the player base. I don't know if there is a solution we could have done that everyone would have been happy with, but I do not want to discount people's personal experiences and opinions on the manner, as I can see why some peoples view the limited availability of the one time purchase is not favourable.
At the end of the day, we wanted to get a small amount of these characters into players' hands at the feature's launch, and we saw an opportunity to solve a problem that many long-term players have expressed where they feel they get way more iron coins than they could ever possibly spend, and we thought this was the right target to hit, but we will be more considerate of people's perceptions about that in the future.
The subject of beta testers does come up from time to time, but the short version of it is that there are major technical hurdles that prevent us from easily doing this (major updates usually aren't compatible with old data, so if you're on a new update and something goes screw-y, you're going to be stuck unable to play for a while), and also it can cause marketing problems with revealing new features and content before a release (which I personally don't have a problem with players getting eyes on things sooner, but that decision is well above my pay grade). And even if both the technical and marketing problems are dealt with, it means more overhead for coordinating and triaging issues with people who aren't in the office. That naturally slows down development even further, when everyone on the forum knows that people are hungry for new content and new features.
That doesn't mean we won't look into some kind of beta test solution (I've talked to some teammates to see if it is something we can employ from time to time), but there are major hurdles from getting that up and running, and maintaining such an operation that may do more damage than it prevents if we don't handle that carefully.





