Cloudcade wrote: The adjustments were all made with the intent to re-balance and pace the early gameplay to reflect today's economic and growth curve in Shop Heroes, in which you guys have slowly shaped across 2016. These changes were not designed to punish existing players as some may have interpreted but to rather to allow new players to emerge into the game as quickly as possible.
First of all, thank you for taking the time to write all that up and give us a heads up about what is going to happen in the future. Very much appreciated.
Unfortunately I can't agree with what is being said in the paragraph above and I believe CM Darkis as a F2P player will be soon able to confirm with you that the effects of the "re-balancing" caused the contrary of the intention.
One thing is a challenge the game provides because of its mechanics the other one is artificially created restrictions which are slowing or hindering your progress. There is a HUGE difference between challenging yet enjoyable game and the monstrosity which we are dealing with at the moment.
Unfortunately these changes are no fun for anyone and fun and sense of accomplishment is the reason why we all play games at all.
With all due respect you might thing guys that you are doing this for the good of the early game and the new players but the truth is that I would never be able to start over and go thru the game again in the state as it is now. I'm afraid that the perspective of the team in this matter has a wrong angle.
What I have to say is coming from a player who has pretty much everything the game has to offer including all the packs and who managed to explore all the aspects of the game and still very much enjoys it.
The game used to be so enjoyable and it rewarded players for their hard work. We could trade freely, we could afford to open chests, we could progress... now I pity anyone starting the game unless they want to spend ungodly amounts of cash to make the game worth while.
I can't stress out more the fact that I see so many of the new players struggle and eventually quit because they can't make any reasonable progress without sticks being thrown under their feet and restriction mechanics choking the life out of them.
I don't know what you guys are trying the new players to prevent from achieving (what you considering the end game) but getting the gold to have a large shop and bunch of workers is just the beginning of the journey! Majority of the player base have one ultimate goal all together. Get the BPs, master those which makes sense to master and enjoy the benefits of their skills. The rest of the game is "fluff", yes some of the people have other priorities (questing, arena, mastering etc.) than others but it doesn't change the fact that the core of the game is crafting.
And crafting can't be sped up so even though we see players with higher levels and piles of gold, still there is a myriad of things to do and that doesn't prevent them from enjoying the game any less! On the contrary you have people which are investing their time and money and they are getting something in return.
I wish more of you guys played your game and understood how much you changed the game at its core from truly enjoyable rewarding/crafting experience with free market to artificially controlled environment of constant struggle.
I truly believe that all the changes you made to auction house were in a good will. I completely understand the need to reduce the amount of gems in the game and make them more valuable compared to gold so the market is not controlled by the rich majority taking advantage of the rest.
But the drastic measures you took to control it didn't do any good to anyone. New players, to mid-game players or to us the old guard.
There were ways how to do it with much more subtle touch and still keep the core game intact and enjoyable for everyone.
I wish and hope the right people will have a look at this and understand the severity of the problem. I'm more than happy to discuss it in excruciating details with anyone willing to listen. (Suggestions and ways how to slowly, not dramatically fix the whole economical thing.)