So to weigh in with what little it matters, the players will always do the unexpected from what the developers and even other players expect to happen. It is very hard to try to make something fun and be a middle ground, let alone try to make a game that will actually draw in revenue. (I honestly don’t know about the revenue part so I’m guessing. The one I was part of brought in just enough money in donations to keep the servers paid. We spent 12 hours a day working on the game essentially for free.) There is no “winning” an argument here. You either like it or you don’t, and the next person may be on the opposite side of the argument from you.
So to give a tiny bit of perspective. I was just complaining the other week that the season lines essentially forced me down a certain path. If I wanted a dragon besides the discount, I had to give up something else for it. If I wanted the timers to continue building, I needed to give up maybe getting a rider. So having a diverse set of resources in the different lines can potentially be a GOOD thing, not forcing people down 1 path. Though admittedly, it is still forcing players down a path. Without changing the entire season structure again, I don’t think you could fix that.
The real issue is there are many of us, players and developers, that get stuck in one way of thinking. It is really hard to break out of that thinking at times, other times it is quite easy to do. (Hence why all games since digital games have existed have bugs, the players WILL find things no one else thought about. This includes issues resulting in lag. Sometimes these get caught before release, sometimes they are patched after release, sometimes they aren’t touched at all.)
A lot of these changes to things you have to try to see if they work. I fully expect half of the player base not only do NOT read the forums or social media for the game, but also do NOT actually take any surveys. The only way to get info from those people is to actually try something and see what they do. Sometimes this means it is a surprising win (resurrection line), other times it means it is a spectacular flop (atlas shuffle maybe).
There are many different ways to actually play this game, the voices on the forum are the loudest on a few ways. Mech and Red really did push a lot of optimization tools available for the players, but there are many more who choose not to optimize or don’t care to look for it. In many ways, we may have done this to ourselves. We optimized our play so much, that anything not optimized has become an offense.
Many still play this game for fun. They come on, they fly dragons, they breed dragons, they build up their base, they hit enemies, but they don’t care they are progressing much slower than the “optimized” folks. They are here for fun. We laugh and call some of them sandbaggers because they are 450+ sitting in platinum 4 playing casual, but really they are playing the game they way they want to play. They are getting those lines we say are no good on the forums because they want them for their own reasons. Is their opinion and game play less important?
I was reminded of these facts in just the past few days by a teammate. I will paraphrase what she said. “Those who rush to end game and think that there is only one way to play are missing the fun in the journey to get there. What is the point of playing the game if you aren’t having a fun journey?”
So I will get off my philosophical box now.
@PGGalileo Could you please ask the season team to review the season line structure? The lines were changed a while back to this structure so that each “row” of a line had a certain cost. Dragons would grow in cost to the middle of the line and then taper back down. The prize amounts were put out according to the cost. The fact that the costs and prizes in the lines this season had changes mid-line really disrupts that flow. Admittedly, it just irks me. (Maybe it is just me.)
Fall 2020 Legendary Dragon price/prize groupings per line
Winter 2020/21 Legendary Dragon (Zel’Noth) price/prize groupings per line