Post by Forum Administrator on Jul 28, 2016 6:22:00 GMT -8
List of All Post July 2016 Major Patch Changes™ Soccer Spirits
Similar to March Major Patch, we will carry out an objective review of all the changes & new features.
soccerspirits.freeforums.net/thread/311/march-changes-review-soccer-spirits
This thread will be segregated into 5 sections:
Not all changes will have guides appended to them. Some of the changes will be discussed in this thread directly.
The full list of important changes post-patch will be appended at the bottom of this thread.
This might take days to complete. Please be patient.
*Took some time to observe the events that Bigball rolled out post major patch
*Took some time to observe the emergency maintenance patches for bugs that emerged.
Now we are ready for review.
Developer's Behaviour
After the badly implemented March Major Patch 2016, the developers made an apology and many promises.
Source: docs.google.com/document/d/1OzvR3nAuToqQ07yQd7WFscBb58UGiv3-mH2gx85YHbc/edit
Let's look at the promises made:
On our SS forums, we have Com2US Saber who gathers feedback for the developers and we would say that she has done her job well.
The developers have indeed listened to our voices based on the content implemented via this major patch:
Thus, for the listening part, the developers have indeed listened to the voices of the players.
Different people have different voices over certain matters and thus, it will be the developers' decision as to which voices to adopt.
Overall, the decisions made, the new features implemented in this major patch, are mostly positive.
But if that's the case, why are there HUGE rage and displeasure coming from the community?
This is mainly because after the developers decided on the voices to hear, adopt and fix the problems, the planned solutions that they came up with, were not communicated to the players, aka, lack of communication & feedback.
It definitely seems to us that the approach that they developers have decided to take, regarding new/planned features/solutions, is to decide for themselves and implement what they feel is in their best interests and in the best interests of the game, instead of gathering feedback from the players.
And the result? Much unhappiness, rage, rants from the players.
Effects on the game? We do not know. Only the developers would know, based on the player population, revenue etc.
Is this the right approach? Gotta look at the growth/decline of the player population + activity and revenue to determine.
As mentioned above, most of the changes this patch are mainly positive, with few negative changes.
We will discuss and explain why certain changes are negative/positive/neutral.
We will be updating related guides as well.
Link to guides related to the change will be appended in their respective sections:
Negative Post Major Patch Changes:
#Unification of Active Names
This is done probably for programming/coding purposes but the importance of the aestheticity of active names is very much belittled and neglected.
Efforts put into coming up with interesting active names upon EE are very much appreciated, and anticipated by players.
Removing this, is removing a part of the game that the players look forward to; makes the game more mundane.
#Flashing Names on Friend List
Pointless and horrible change. Whoever thought of this, surely doesn't play the game.
Makes it harder to look for CoT aces that friends put up for you.
Makes it harder to look for specific friends on friendlist.
#Helper Selection UI
There is nothing wrong with having a helper selection user interface (UI) when you have multiple helpers.
But why put it up when there is only one helper to choose from?
It should have been put up ONLY AFTER more helpers are introduced.
There is no point in doing so, except an extra user action being required to enter the CoD matches.
*Not to mention, the helper has no skill points invested.
#Removal of Player Book Completion
We are unable to see the rationale behind the removal of this feature.
Because the developers are tired of constantly updating the player book completion feature everytime a new player is added?
As far as we know, the maximum completion value is at around 128% last known.
There might have been many players writing in for the developers to fix it which resulted in this quick fix, to remove the option altogether.
Whoever thought of this quick fix, is plain LAZY and has no concept with regard to game design.
Player completion book is a feature that motivates players to evolve their players and reach 100% player book completion.
This is the WORST & DUMBEST change of this patch. 0/10.
It shows that the new developer team has no basic concept of game design, with regard to players' pscyhology.
#Friendship Draw Modification + #28 days Calendar Upgrade
Calendar upgrade is a positive action but the improvements carried out is worst than a joke.
The grind of the game is increased by 10x fold but the calendar is improved by 0.1x fold.
Check out more at:
soccerspirits.freeforums.net/thread/427/comparison-daily-login-rewards-draw
#Removal of Unique Evolution from Rare Stones
Removal is fine but the issue is that no alternative was provided.
In the patch notes, the developers said that new alternatives will be provided in the future.
Then why are they not removing the feature in the future instead? This is BS.
What probably happened is while they were busy balancing 6* stones to 4* stones, the code where 6* stone evolves to unique doesn't work anymore.
And since they intend to remove this feature, they decided not to bother fixing & testing the code such that 4* stone could evolve to unique.
Another plain laziness on the developer's side.
General Patch Review
This whole patch can be summarized in 3 parts: GRIND - GREED - And more needs to be done
With the implementation of the 7* player system:
The amount of grinding needed varies based on the amount of $$$ you spend on the game.
Looking at the bigger picture, what grind actually relates to, is the competitive balance between free-to-play (F2P) and pay-to-win (P2W).
Carefully managing this balance determines the success of a game. Why is that so?
And what this patch does is, it heavily tilts the competitive balance of the game towards P2W which resulted in the abhorrence of the F2P, casual P2P (probably those that buy the 5$ pack monthly & spends up to 100$ monthly), and even some of the medium P2P (people who buy legends skins, spends up to few hundred $$$ monthly).
All the maths can be found in: soccerspirits.freeforums.net/thread/413/guide-all-maths-7-players
600$ bucks to create a 7* player, via draws, or taking 6 weeks to create a 7* player by F2P methods definitely tilts the balance in favor of P2P greatly.
Killing off the F2P, casual P2P population of Soccer Spirits, definitely does not help making SS great again.
Instead, it kills off the game.
When we talk about tilting the game balance towards P2W, it inevitably leads us to think or feel that the developers have become greedy.
Based on the 7* ST system, the answer can be very simple, VERY GREEDY.
There is no guarantee that the developers will make more $$$ by raising the bars required to perfect a player.
Because, by raising the bar, that doesn't mean the players' ability to spend is increased.
What it does is only increasing the grind and $$$ required, it doesn't necessarily increase the income of the developers.
In fact, such high levels of grind required, be it time-grind or $$$ grind, deters players from joining/continuing with the game.
It may be observed that the developers are aware of this also, where they have introduced new feature, such as mileage being 6* to help lower the $$$ grind required.
Hence, what we actually want to examine/review is whether if the greed is acceptable or unacceptable.
And instead of determining it via $$$ required, we want to look at it from another perspective.
Some players would think that 150 ds is too much, some would think that it is just nice.
But even if the DS required to exclude a legend was 500 ds, it would still be acceptable for most people.
Why is that so?
Hence, greed within features that have huge impacts on gameplay are not acceptable to most players & needs to be carefully managed.
A brief review of the P2W features added (excluding 7* system which has already been discussed above):
Lastly on the topic of greed, one of the factors that made Soccer Spirits a success, would be its greed towards P2P players and generosity towards F2P players.
The game balance has always been tilted towards F2P with moderate advantage given to P2P players where F2P can compete with the P2P.
This major patch has changed this balance and defeated the factor that made Soccer Spirits a success in the first place.
If the developers do not come to realize this and make changes soon, the game will no longer attract and will start to lose its F2P and casual P2P populations gradually, but surely.
Eventually, the game will lose the majority of its F2P and casual P2P population and becomes a fully P2W game.
And fully P2W games, usually have a short lifespan due to the lack of a vibrant community.
There is a saying that goes, "sometimes, you are doing more by actually doing less".
OR when you try to do too much, you are actually distancing yourself further away from what you want to achieve.
Let's look at some things which Bigball could have done less:
Constant nerfing/buffing of players breaks the hearts of players who have invested into the 'balanced' characters.
The fact that investing in any character now, has become more expensive than ever.
And recall is never a guarantee; almost never.
And when the player's heart is broken, he quits the game instead of investing in another character just to experience the same heartbreak.
Because, the cost of investing in another character is very high in Soccer Spirits.
Hence, only balance players when necessary.
Which is why developers release these characters to milk $$$ and investments from the players.
If the new characters are not broken enough to be used, who would want to invest in them?
Looking at the period of 6 months from which a new star player becomes a classic player, it will be a good period to allow any character to be OP/broken before carrying out balancing.
Of course, for players who are not willing to invest in new, broken players, they would cry/rant/complain to nerf them.
That's a well known strategy within the community. If you cannot beat them, you seek to nerf them.
Because in that case, these players would never have to invest in new characters.
This can be hard for the developers since they are not as good with the game as the veteran players are.
Listening to the community to nerf players is usually how balancing gets done these days.
Looking at the latest utility striker balancing, the changes to most utility strikers, were simply giving them stacking actives.
The developers simply buff the utility strikers to be vonchi-like and they probably plan to fix it after if any player becomes broken.
Anyone can see that this is pure laziness with little efforts into planning the balancing.
Hence, the problem here is with the attitude, try something out and fix it later when it goes wrong instead of careful planning is undesirable.
As long as efforts were put into the balancing of the characters, it will be appreciated by the players.
For example, mechanics change to Ravian passive.
#Lodgings
The last time lodgings was increased, was in Jan 2015, from 480 > 510. Yes, January 2015, not 2016.
Since then, chains relationship system was introduced where everyone needs to hold cards in lodgings, for completing chains.
Since then, special training system was introduced where more space is needed for making special training materials.
Since then, lots of new characters were released.
Since then, Colosseum of Trials were released which you need to hold 3* cards, 4* cards, special cards to complete special trials.
The community has asked for the increase repeatedly to no avail.
Spirit stones lodgings were increased from 110 > 190 > 250 which is good.
The same should have been done for lodgings, with at least the same amount of increment as spirit stone lodgings.
A 140 space increment for lodgings would be desirable. 30 will be too little to please the players.
#Consecutive Achievements
Many people have completed and reached the end for many consecutive achievements.
Such as the gold achievement, the arena achievements etc.
Some players are asking for resets, some are asking for addition of new achievements to further the completed achievements.
Some are asking for addition of more achievements related to newly added content such as Colosseum of Trials, Club Match and even season 5 CoD where it goes up to 55 floors now.
This should have already been done in the latest major patch.
#New Club Content
Club match is already doomed; but the planned forfeit button and gold rewards mentioned by Bigball CEO can still be added.
However, there are much potential to be unlocked within the club feature.
Besides PvP between clubs, there are so much content that can be created for clubs to participate in.
We will leave it to the developers to come up with better and new content for clubs.
#Spirit Stone Images relative to Balancing
It is an irony that efforts are placed into improving the aesthetics of the game such as club backgrounds but the aestheticity of spirit stone images are neglected.
Images of 6* spirit stones pre-patch looks way cooler and should be applied for the current highest level spirit stone post patch (4*) instead of simply using the pre-patch images.
The 4* spirit stone images look so much less cool than their 6* image counterpart.
As the current highest level of spirit stone, 4* spirit stones should have adopted their pre-patch 6* counterpart images.
Positive Post Major Patch Changes:
#New Gatekeepers
Overall a positive change because the requirements to make 6* gatekeepers is lowered as compared to 3* > 5* gatekeepers.
Link to Guide: soccerspirits.freeforums.net/thread/9/complete-guide-gatekeepers-shu
(To be updated*)
#Unique Stone Combination Pick System
This feature provides an alternate F2P option for players to pick a unique of their choice instead of the unique pick ticket from DS shop.
Cost is high but logical.
Reason being, the chance to get a unique of your choice through combining is 1/6.
Any amount below 5 will make more sense to utilize the pick option instead of combining for unique 6 times.
Link to Guide: soccerspirits.freeforums.net/thread/44/spirit-stones-upgrade-evolution-combination
(To be updated*)
#Opening of 3rd spirit stone slot for 4* players
Reduces the gap between 4* and 5* base star players and makes 4* more viable than before.
Thus, opening up the variety of players that can be used in matches.
Hence, a positive change.
#Transcendent Power-Up (TPU) System
Many people who look at this TPU system for 5* base cards and legends will find it impossible to achieve.
TPU provides an alternate option to use dupes for, instead of special training mats.
It also provides players with full superb (fspu) bosses, 4* players, with reasons to carry out further farming.
With TPU +30, 4* cards and bosses which are generally weaker than 5* base cards in terms of stats etc are now able to compete better.
Thus, opening up the possible variety to the game in terms of cards used and hence, a positive change.
Link to guide: A new guide will be created for this (T.B.A).
#Season System Change + Mileage Change
Puts many of the old 'season 2' players on scouts which is what many of the current players wanted.
A 6 months period before a new star player become a classic player. Reasonable.
Mileage change from 5* to 6* helps towards making 7* players. Positive.
Overall positive changes to the draw system, for the long term future of the game.
Link to guide: A new guide will be created for this (T.B.A).
#Draw Exclusion System
Players hate drawing dupes of players that they have full superbs.
The exclusion system provides players with an option at a cost to prevent this from happening.
The cost also increases gradually which makes it viable for casual P2P spenders.
Link to guide: A new guide will be created for this (T.B.A).
#Scout Modification
This is basically adding season 2 legends to the scouts. Positive change.
#Season 5 Colosseum of Despair (CoD)
New content. Positive for the game.
#Cloud Save System For Colosseum of Trials (CoT)
Now we are able to save and load our teams for CoT.
Saves time to remember our formation, and to make them. Positive change.
However, we are not able to choose the formation slot to load the CoT formation on. #Feelsbad
Something to be worked on.
#Match Forum Modification
An effort to organize the match forum. Positive change.
#Tutorial Quest
This was easy and fun to do for veteran players;
Can also be considered new content with extra rewards for veteran players and new players alike.
Link to guide: A new guide will be created for this (T.B.A).
#Adding Teamwork for Sam/Noa + #Logout Option
Self-explanatory. Should have been done right from the start.
Positive change.
Neutral Post Major Patch Changes:
#7* Player Special Training System
What the 7* special training system brings is 2 extra skill points, more stats and an option to reroll spirit stone slot attribute.
Some people do not like the fact that players are able to attain 5/5/5/5 with regards to their skills.
Some people do not like the grind implemented that 36 5* players are needed to make a 7* player.
To understand why it is a neutral game feature or even a positive one, imagine if only one 6* mera is required to make a 7* player.
How would the 7* ST system be rated? Positive/Negative?
Thus, the overall negative perception of this new feature is due to the grind that follows; the feature itself can be neutral.
Link to guide: soccerspirits.freeforums.net/thread/33/evolution-special-training-updated-august
(To be Updated*)
#New Legends
Decent legends while not overpowered (OP) or broken.
Will be adding the new legends to the ranking.
Link to Guide: soccerspirits.freeforums.net/thread/52/guide-ranking-legendaries-build-schedule
(To be Updated*)
#New Skins
Nice skins as usual.
Link to Thread: soccerspirits.freeforums.net/thread/409/major-patch-upcoming-skins-preview
#Spirit Stone Balancing
Some buffs and mainly nerfs to the spirit stones.
When spirit stones was first introduced, it is mentioned that it will increase a player capabilities by up to 30%.
With the balancing, the proportion of the capabilities increase of a player by spirit stones have probably dropped to 20% now.
Part of the balancing act by Bigball, after nerfs to players etc.
Link to Discussion: To be started...
#Removal of Attribute Draw
The drop rate sucks and no legend drops.
Doesn't really seem to matter to most people anyway.
Would be better if legends were added instead of removing it totally because demand for it still exists.
Pretty much still a neutral change to the majority since most people don't use it due to bad drop rate and no legend drops.
#New Items Added to Dimension Shop
Some people are happy that legends and 'season 2' players are obtainable now from the dimension shop.
Some people are worried that this will flood PvP with OP 'season 2' legends, making it unbalanced and hard to play.
Thus, positive or negative, it is up to the individual.
Mainly, we do see an increase of duran, vonchi in PvP league post patch.
Some people got what they wanted, some people got what they feared.
#Elemental Advantage Buff
A 20% reflex buff with elemental advantage/disadvantage tilts the game against rainbow teams.
With greater benefits given to elemental advantages, it increases the importance of having an all rounded bench to deal with all elements.
Mainly a change in game mechanics to adapt to. Neutral change.
#Match Starting Spirit Bar Balancing
Now, people starting the match with the ball gets 50% spirit instead of 1 bar of spirit.
Many people who utilize assist mid are upset because assist starting with the ball are unable to active pass anymore.
This spoilt/destroyed their PvP strategy.
However, many PvP strategies were destroyed with action speed CAP, AB recovery CAP such as the 0 action speed debuff strategy etc.
Also, the cheese strategy destroyed with the HP mechanics changes.
All these mechanics change are part and parcel of the game. Hence, neutral change.
Similar to March Major Patch, we will carry out an objective review of all the changes & new features.
soccerspirits.freeforums.net/thread/311/march-changes-review-soccer-spirits
This thread will be segregated into 5 sections:
- Developers' Behaviour
- Negative List of Post Major Patch Changes
- General Patch Review
- Positive List of Post Major Patch Changes
- Neutral List of Post Major Patch Changes
Not all changes will have guides appended to them. Some of the changes will be discussed in this thread directly.
The full list of important changes post-patch will be appended at the bottom of this thread.
This might take days to complete. Please be patient.
*Took some time to observe the events that Bigball rolled out post major patch
*Took some time to observe the emergency maintenance patches for bugs that emerged.
Now we are ready for review.
Developer's Behaviour
After the badly implemented March Major Patch 2016, the developers made an apology and many promises.
Source: docs.google.com/document/d/1OzvR3nAuToqQ07yQd7WFscBb58UGiv3-mH2gx85YHbc/edit
Let's look at the promises made:
More emphasis on Quality Assurance
Indeed, there are fewer bugs that emerged after this patch. This deserves an applause.
However, despite fewer bugs, the quality of the bug that emerged reflects the quality of the testing done by the developers.
The response by the developers in terms of resolving the bug is far to be desired.
Let's have a look below at one of their emergency maintenance patch notes.
Achievement error, if you missed that, that's understandable as it is a minor detail.
However, the fact that the bug where skill level of helper in CoD could not be set, was unacceptable.
We would assume that patch testing either did not include testing the CoD matches or the tester doesn't really play CoD because to miss the elizabeth buff not proc-ing is almost impossible at high level CoD.
Hence, either patch testing on CoD matches was not carried out or the testing really sucked.
Next, is the speed of resolving the bug. Based on the patch notes, the bug can only be resolved in the next update.
We would not want to think that this refers to the next major update because this is a joke.
Implementing good opinions, Listening to our voices and Communicating with users more often
Indeed, there are fewer bugs that emerged after this patch. This deserves an applause.
However, despite fewer bugs, the quality of the bug that emerged reflects the quality of the testing done by the developers.
The response by the developers in terms of resolving the bug is far to be desired.
Let's have a look below at one of their emergency maintenance patch notes.
Achievement error, if you missed that, that's understandable as it is a minor detail.
However, the fact that the bug where skill level of helper in CoD could not be set, was unacceptable.
We would assume that patch testing either did not include testing the CoD matches or the tester doesn't really play CoD because to miss the elizabeth buff not proc-ing is almost impossible at high level CoD.
- Reason being, Elizabeth buff gives attack power buff to the whole line which is required for final OHKO shot damage, which is hard to miss.
- Similarly, for Metatron in CoD Champion matches, if it was tested till level 150+ CoD champion, the tester would have known that without the metatron heal, CoD 150+ becomes extremely tough to achieve.
Unfortunately for players who have not cleared their CoD 150+ champion achievement, it will probably be extremely hard for you to complete the achievement now, since metatron heal & reflex debuff totem are unavailable.
Hence, either patch testing on CoD matches was not carried out or the testing really sucked.
This level of quality assurance, worries us.
Next, is the speed of resolving the bug. Based on the patch notes, the bug can only be resolved in the next update.
We would not want to think that this refers to the next major update because this is a joke.
You need another 6 months to put skill points on Elizabeth and Metatron ??? Ridiculous.
We do understand that patch testing cannot be perfect but certain bugs should be detected via the testing.
Developers might not see it the same way but from the players' perspective, some bugs really can't be missed if testing was properly carried out.
Developers might not see it the same way but from the players' perspective, some bugs really can't be missed if testing was properly carried out.
Implementing good opinions, Listening to our voices and Communicating with users more often
On our SS forums, we have Com2US Saber who gathers feedback for the developers and we would say that she has done her job well.
The developers have indeed listened to our voices based on the content implemented via this major patch:
- Endgame players with all players ST-ed to 6* and nothing to do
7* player system implemented - Getting dupes of players already fspu being useless
Transcendary powerup (TPU) system implemented - Putting Season 2 players on scout
New draw system (Classic & New Stars) implemented
This does not exactly put all season 2 players on scouts but credits should still be given. - Drawing dupes of players/legends FSPU sucks
Exclusion system implemented - Lack of new content
Season 5 CoD implemented - Saving formations for CoT/CoD
Cloud saving implemented - Next match feature to indicate CoD Champion
*Implemented - Allow for power-up (+160) transfer
Powerup transfer ticket implemented - Lack of ability to logout
Logout function implemented - Big grind for 7* players undesirable
Events with 6* meras rewards implemented
Thus, for the listening part, the developers have indeed listened to the voices of the players.
Different people have different voices over certain matters and thus, it will be the developers' decision as to which voices to adopt.
Overall, the decisions made, the new features implemented in this major patch, are mostly positive.
But if that's the case, why are there HUGE rage and displeasure coming from the community?
This is mainly because after the developers decided on the voices to hear, adopt and fix the problems, the planned solutions that they came up with, were not communicated to the players, aka, lack of communication & feedback.
- In the apology note, the developers promised that they will communicate with the users to explain the thoughts behind changes and not communicate with the users to gather feedback about planned solutions/patches.
It definitely seems to us that the approach that they developers have decided to take, regarding new/planned features/solutions, is to decide for themselves and implement what they feel is in their best interests and in the best interests of the game, instead of gathering feedback from the players.
And the result? Much unhappiness, rage, rants from the players.
Effects on the game? We do not know. Only the developers would know, based on the player population, revenue etc.
Is this the right approach? Gotta look at the growth/decline of the player population + activity and revenue to determine.
As mentioned above, most of the changes this patch are mainly positive, with few negative changes.
We will discuss and explain why certain changes are negative/positive/neutral.
We will be updating related guides as well.
Link to guides related to the change will be appended in their respective sections:
Negative Post Major Patch Changes:
#Unification of Active Names
This is done probably for programming/coding purposes but the importance of the aestheticity of active names is very much belittled and neglected.
Efforts put into coming up with interesting active names upon EE are very much appreciated, and anticipated by players.
Removing this, is removing a part of the game that the players look forward to; makes the game more mundane.
#Flashing Names on Friend List
Pointless and horrible change. Whoever thought of this, surely doesn't play the game.
Makes it harder to look for CoT aces that friends put up for you.
Makes it harder to look for specific friends on friendlist.
#Helper Selection UI
There is nothing wrong with having a helper selection user interface (UI) when you have multiple helpers.
But why put it up when there is only one helper to choose from?
It should have been put up ONLY AFTER more helpers are introduced.
There is no point in doing so, except an extra user action being required to enter the CoD matches.
*Not to mention, the helper has no skill points invested.
#Removal of Player Book Completion
We are unable to see the rationale behind the removal of this feature.
Because the developers are tired of constantly updating the player book completion feature everytime a new player is added?
As far as we know, the maximum completion value is at around 128% last known.
There might have been many players writing in for the developers to fix it which resulted in this quick fix, to remove the option altogether.
Whoever thought of this quick fix, is plain LAZY and has no concept with regard to game design.
Player completion book is a feature that motivates players to evolve their players and reach 100% player book completion.
This is the WORST & DUMBEST change of this patch. 0/10.
It shows that the new developer team has no basic concept of game design, with regard to players' pscyhology.
#Friendship Draw Modification + #28 days Calendar Upgrade
Calendar upgrade is a positive action but the improvements carried out is worst than a joke.
The grind of the game is increased by 10x fold but the calendar is improved by 0.1x fold.
Check out more at:
soccerspirits.freeforums.net/thread/427/comparison-daily-login-rewards-draw
#Removal of Unique Evolution from Rare Stones
Removal is fine but the issue is that no alternative was provided.
In the patch notes, the developers said that new alternatives will be provided in the future.
Then why are they not removing the feature in the future instead? This is BS.
What probably happened is while they were busy balancing 6* stones to 4* stones, the code where 6* stone evolves to unique doesn't work anymore.
And since they intend to remove this feature, they decided not to bother fixing & testing the code such that 4* stone could evolve to unique.
Another plain laziness on the developer's side.
General Patch Review
This whole patch can be summarized in 3 parts: GRIND - GREED - And more needs to be done
GRIND
With the implementation of the 7* player system:
- Who needs to grind? F2P. Casual P2P. Medium P2P.
- Who doesn't need to grind? Mega P2P.
The amount of grinding needed varies based on the amount of $$$ you spend on the game.
Looking at the bigger picture, what grind actually relates to, is the competitive balance between free-to-play (F2P) and pay-to-win (P2W).
Carefully managing this balance determines the success of a game. Why is that so?
- When a game is geared towards P2W, you lose the F2P, a huge portion of the casual P2P, a small portion of the medium P2P and eventually your whole player population will be left only with Mega P2P who will also quit eventually.
- When a game is geared towards F2P, the P2P feels that they are not gaining as much advantage via spending, hence why spend?
Thus, you lose revenue.
And what this patch does is, it heavily tilts the competitive balance of the game towards P2W which resulted in the abhorrence of the F2P, casual P2P (probably those that buy the 5$ pack monthly & spends up to 100$ monthly), and even some of the medium P2P (people who buy legends skins, spends up to few hundred $$$ monthly).
All the maths can be found in: soccerspirits.freeforums.net/thread/413/guide-all-maths-7-players
600$ bucks to create a 7* player, via draws, or taking 6 weeks to create a 7* player by F2P methods definitely tilts the balance in favor of P2P greatly.
Killing off the F2P, casual P2P population of Soccer Spirits, definitely does not help making SS great again.
Instead, it kills off the game.
The only thing we can do now, is probably to keep events with good rewards coming, to keep the F2P, casual P2P around.
GREED
When we talk about tilting the game balance towards P2W, it inevitably leads us to think or feel that the developers have become greedy.
The question here is, how greedy have the game developers become?
Based on the 7* ST system, the answer can be very simple, VERY GREEDY.
But yet, it is not so simple.
Because even though a player needs to pay a lot more $$$ to create a 7* player, a F2P alternative way of doing so is provided.There is no guarantee that the developers will make more $$$ by raising the bars required to perfect a player.
Because, by raising the bar, that doesn't mean the players' ability to spend is increased.
What it does is only increasing the grind and $$$ required, it doesn't necessarily increase the income of the developers.
In fact, such high levels of grind required, be it time-grind or $$$ grind, deters players from joining/continuing with the game.
It may be observed that the developers are aware of this also, where they have introduced new feature, such as mileage being 6* to help lower the $$$ grind required.
The game needs players to spend, to survive. This is indisputable.
Hence, what we actually want to examine/review is whether if the greed is acceptable or unacceptable.
And instead of determining it via $$$ required, we want to look at it from another perspective.
The question is, what kind of greed is acceptable? and what is not?
Exclusion system, requires 150 ds to exclude a legend, and 10 - 50 ds to exclude a player.Some players would think that 150 ds is too much, some would think that it is just nice.
But even if the DS required to exclude a legend was 500 ds, it would still be acceptable for most people.
Why is that so?
Because the feature is optional; you can choose not to use it with little negative effect on gameplay
Features that have huge impact/effects on gameplay are the features where players are most sensitive to.
- For example, 7* player Special Training system.
Hence, greed within features that have huge impacts on gameplay are not acceptable to most players & needs to be carefully managed.
A brief review of the P2W features added (excluding 7* system which has already been discussed above):
- Exclusion System
Reasonable, gradually increasing DS required
Acceptable by most players - Metatron Premium Skin (120,000 purchase points required, up from 110,000 purchase points)
People are unhappy because now, instead of buying one package, they need to buy more than one item to reach 120,000 points.
Such gradual increase, portrays greed and results in huge waves of unhappiness while not resulting in huge increase in revenue (10% only).
Hence, carry out a step up increase and not do it gradually. The gradual increase method, is not applicable in this case.
Acceptable but most players are unhappy - Transcendent Power-Up (TPU)
Very hard to achieve while giving little advantage to P2W players
Acceptable by most people - New DS items (Legendary New Star Pick Ticket, 5* New Star Pick Ticket, PowerUp Transfer Ticket)
Prices of the legends/5* pick ticket are acceptable by most people
Price of Power-Up transfer ticket viewed differently by the different levels of P2P/F2P.
For players (F2P) who do not spend, the harder it is to P2W, the better it is for them.
At a price of 320 ds, to transfer +160, it is not cheap but also not too easy for P2P to transfer the +160 powerup.
Acceptable for most players eventually. - Spirit Stone Slot Attribute Reroll for 7* players
150 DS for rerolling and 75 DS if reverted
On average, around 3 tries needed ~300 DS to reroll spirit stone slot attribute to get the needed attribute
The cost is 5x of that of rerolling substats for spirit stones.
This is a function that has huge impacts on gameplay.
Without specific spirit stone attribute, a player might not be able to clear certain content.How would new players get 300 DS to reroll the attribute for key PvE players?
With the high cost, it also deters experimentation of players with different spirit stone slots.
Hence, the cost for this function would not sit well with most players.
It should either become 150 ds for a guaranteed spirit stone attribute choice or the cost should be reduced.
Lastly on the topic of greed, one of the factors that made Soccer Spirits a success, would be its greed towards P2P players and generosity towards F2P players.
The game balance has always been tilted towards F2P with moderate advantage given to P2P players where F2P can compete with the P2P.
This major patch has changed this balance and defeated the factor that made Soccer Spirits a success in the first place.
If the developers do not come to realize this and make changes soon, the game will no longer attract and will start to lose its F2P and casual P2P populations gradually, but surely.
Eventually, the game will lose the majority of its F2P and casual P2P population and becomes a fully P2W game.
And fully P2W games, usually have a short lifespan due to the lack of a vibrant community.
What more needs to be done?
There is a saying that goes, "sometimes, you are doing more by actually doing less".
OR when you try to do too much, you are actually distancing yourself further away from what you want to achieve.
Let's look at some things which Bigball could have done less:
- Removal of active names and replacing them with I, II, III
Previous major patch, card borders were removed.
This major patch, active names were standardized to I, II, III.
It's a trade-off - aesthetic names for easier programming. - New Animations & Backgrounds
Flashing names in friend-list sucks; makes it harder to look for friend names, unnecessary and unwanted work
Special training animations now takes slightly longer; unnecessary work
New Backgrounds for club are fine.
Doing it less and doing it right in terms of game balancing
Constant nerfing/buffing of players breaks the hearts of players who have invested into the 'balanced' characters.
The fact that investing in any character now, has become more expensive than ever.
And recall is never a guarantee; almost never.
And when the player's heart is broken, he quits the game instead of investing in another character just to experience the same heartbreak.
Because, the cost of investing in another character is very high in Soccer Spirits.
Hence, only balance players when necessary.
There will be always be players that are more OP/broken than other players.
Which is why developers release these characters to milk $$$ and investments from the players.
If the new characters are not broken enough to be used, who would want to invest in them?
Looking at the period of 6 months from which a new star player becomes a classic player, it will be a good period to allow any character to be OP/broken before carrying out balancing.
Of course, for players who are not willing to invest in new, broken players, they would cry/rant/complain to nerf them.
That's a well known strategy within the community. If you cannot beat them, you seek to nerf them.
Because in that case, these players would never have to invest in new characters.
Doing it right in terms of balancing
This can be hard for the developers since they are not as good with the game as the veteran players are.
Listening to the community to nerf players is usually how balancing gets done these days.
Such an approach can be precarious.
Looking at the latest utility striker balancing, the changes to most utility strikers, were simply giving them stacking actives.
The developers simply buff the utility strikers to be vonchi-like and they probably plan to fix it after if any player becomes broken.
Anyone can see that this is pure laziness with little efforts into planning the balancing.
Hence, the problem here is with the attitude, try something out and fix it later when it goes wrong instead of careful planning is undesirable.
As long as efforts were put into the balancing of the characters, it will be appreciated by the players.
For example, mechanics change to Ravian passive.
What should have been done and wasn't done?
#Lodgings
The last time lodgings was increased, was in Jan 2015, from 480 > 510. Yes, January 2015, not 2016.
Since then, chains relationship system was introduced where everyone needs to hold cards in lodgings, for completing chains.
Since then, special training system was introduced where more space is needed for making special training materials.
Since then, lots of new characters were released.
Since then, Colosseum of Trials were released which you need to hold 3* cards, 4* cards, special cards to complete special trials.
The community has asked for the increase repeatedly to no avail.
Spirit stones lodgings were increased from 110 > 190 > 250 which is good.
The same should have been done for lodgings, with at least the same amount of increment as spirit stone lodgings.
A 140 space increment for lodgings would be desirable. 30 will be too little to please the players.
#Consecutive Achievements
Many people have completed and reached the end for many consecutive achievements.
Such as the gold achievement, the arena achievements etc.
Some players are asking for resets, some are asking for addition of new achievements to further the completed achievements.
Some are asking for addition of more achievements related to newly added content such as Colosseum of Trials, Club Match and even season 5 CoD where it goes up to 55 floors now.
This should have already been done in the latest major patch.
#New Club Content
Club match is already doomed; but the planned forfeit button and gold rewards mentioned by Bigball CEO can still be added.
However, there are much potential to be unlocked within the club feature.
Besides PvP between clubs, there are so much content that can be created for clubs to participate in.
We will leave it to the developers to come up with better and new content for clubs.
#Spirit Stone Images relative to Balancing
It is an irony that efforts are placed into improving the aesthetics of the game such as club backgrounds but the aestheticity of spirit stone images are neglected.
Images of 6* spirit stones pre-patch looks way cooler and should be applied for the current highest level spirit stone post patch (4*) instead of simply using the pre-patch images.
The 4* spirit stone images look so much less cool than their 6* image counterpart.
As the current highest level of spirit stone, 4* spirit stones should have adopted their pre-patch 6* counterpart images.
Positive Post Major Patch Changes:
#New Gatekeepers
Overall a positive change because the requirements to make 6* gatekeepers is lowered as compared to 3* > 5* gatekeepers.
Link to Guide: soccerspirits.freeforums.net/thread/9/complete-guide-gatekeepers-shu
(To be updated*)
#Unique Stone Combination Pick System
This feature provides an alternate F2P option for players to pick a unique of their choice instead of the unique pick ticket from DS shop.
Cost is high but logical.
Reason being, the chance to get a unique of your choice through combining is 1/6.
Any amount below 5 will make more sense to utilize the pick option instead of combining for unique 6 times.
Link to Guide: soccerspirits.freeforums.net/thread/44/spirit-stones-upgrade-evolution-combination
(To be updated*)
#Opening of 3rd spirit stone slot for 4* players
Reduces the gap between 4* and 5* base star players and makes 4* more viable than before.
Thus, opening up the variety of players that can be used in matches.
Hence, a positive change.
#Transcendent Power-Up (TPU) System
Many people who look at this TPU system for 5* base cards and legends will find it impossible to achieve.
TPU provides an alternate option to use dupes for, instead of special training mats.
It also provides players with full superb (fspu) bosses, 4* players, with reasons to carry out further farming.
With TPU +30, 4* cards and bosses which are generally weaker than 5* base cards in terms of stats etc are now able to compete better.
Thus, opening up the possible variety to the game in terms of cards used and hence, a positive change.
Link to guide: A new guide will be created for this (T.B.A).
#Season System Change + Mileage Change
Puts many of the old 'season 2' players on scouts which is what many of the current players wanted.
A 6 months period before a new star player become a classic player. Reasonable.
Mileage change from 5* to 6* helps towards making 7* players. Positive.
Overall positive changes to the draw system, for the long term future of the game.
Link to guide: A new guide will be created for this (T.B.A).
#Draw Exclusion System
Players hate drawing dupes of players that they have full superbs.
The exclusion system provides players with an option at a cost to prevent this from happening.
The cost also increases gradually which makes it viable for casual P2P spenders.
Link to guide: A new guide will be created for this (T.B.A).
#Scout Modification
This is basically adding season 2 legends to the scouts. Positive change.
#Season 5 Colosseum of Despair (CoD)
New content. Positive for the game.
#Cloud Save System For Colosseum of Trials (CoT)
Now we are able to save and load our teams for CoT.
Saves time to remember our formation, and to make them. Positive change.
However, we are not able to choose the formation slot to load the CoT formation on. #Feelsbad
Something to be worked on.
#Match Forum Modification
An effort to organize the match forum. Positive change.
#Tutorial Quest
This was easy and fun to do for veteran players;
Can also be considered new content with extra rewards for veteran players and new players alike.
Link to guide: A new guide will be created for this (T.B.A).
#Adding Teamwork for Sam/Noa + #Logout Option
Self-explanatory. Should have been done right from the start.
Positive change.
Neutral Post Major Patch Changes:
#7* Player Special Training System
What the 7* special training system brings is 2 extra skill points, more stats and an option to reroll spirit stone slot attribute.
Some people do not like the fact that players are able to attain 5/5/5/5 with regards to their skills.
Some people do not like the grind implemented that 36 5* players are needed to make a 7* player.
To understand why it is a neutral game feature or even a positive one, imagine if only one 6* mera is required to make a 7* player.
How would the 7* ST system be rated? Positive/Negative?
Thus, the overall negative perception of this new feature is due to the grind that follows; the feature itself can be neutral.
Link to guide: soccerspirits.freeforums.net/thread/33/evolution-special-training-updated-august
(To be Updated*)
#New Legends
Decent legends while not overpowered (OP) or broken.
Will be adding the new legends to the ranking.
Link to Guide: soccerspirits.freeforums.net/thread/52/guide-ranking-legendaries-build-schedule
(To be Updated*)
#New Skins
Nice skins as usual.
Link to Thread: soccerspirits.freeforums.net/thread/409/major-patch-upcoming-skins-preview
#Spirit Stone Balancing
Some buffs and mainly nerfs to the spirit stones.
When spirit stones was first introduced, it is mentioned that it will increase a player capabilities by up to 30%.
With the balancing, the proportion of the capabilities increase of a player by spirit stones have probably dropped to 20% now.
Part of the balancing act by Bigball, after nerfs to players etc.
Link to Discussion: To be started...
#Removal of Attribute Draw
The drop rate sucks and no legend drops.
Doesn't really seem to matter to most people anyway.
Would be better if legends were added instead of removing it totally because demand for it still exists.
Pretty much still a neutral change to the majority since most people don't use it due to bad drop rate and no legend drops.
#New Items Added to Dimension Shop
Some people are happy that legends and 'season 2' players are obtainable now from the dimension shop.
Some people are worried that this will flood PvP with OP 'season 2' legends, making it unbalanced and hard to play.
Thus, positive or negative, it is up to the individual.
Mainly, we do see an increase of duran, vonchi in PvP league post patch.
Some people got what they wanted, some people got what they feared.
#Elemental Advantage Buff
A 20% reflex buff with elemental advantage/disadvantage tilts the game against rainbow teams.
With greater benefits given to elemental advantages, it increases the importance of having an all rounded bench to deal with all elements.
Mainly a change in game mechanics to adapt to. Neutral change.
#Match Starting Spirit Bar Balancing
Now, people starting the match with the ball gets 50% spirit instead of 1 bar of spirit.
Many people who utilize assist mid are upset because assist starting with the ball are unable to active pass anymore.
This spoilt/destroyed their PvP strategy.
However, many PvP strategies were destroyed with action speed CAP, AB recovery CAP such as the 0 action speed debuff strategy etc.
Also, the cheese strategy destroyed with the HP mechanics changes.
All these mechanics change are part and parcel of the game. Hence, neutral change.