Post by Forum Administrator on Oct 1, 2016 12:29:37 GMT -8
29th September New CoT + S3 WW Legend Patch Review™ Soccer Spirits
Usually if it is not a major patch, we will not be doing a patch review/discussion.
But there are many interesting changes in this patch that we would like to point out.
Aiolos Discussion Thread: soccerspirits.freeforums.net/thread/494/examining-aiolos-pilgrim-emerald-pinnacle
Let's start with the positive changes.
The developers have been working hard and fast to improve the game.
Many of our suggestions have been taken into consideration and are implemented:
But every time when we want to praise the developers, they would make some mistakes/dumb changes that makes us feel that we cannot complement them at all.
First, let's look at the bugs created due to this patch:
Currently, for android devices, the equipped spirit stone tab is NOT WORKING !?!?!
Seriously, how are you going to play when you do not know where your spirit stones are.
"Fixed with the next update", this was what they said with the CoD helper bug which was fixed 2 months from the major update.
So, for android users, we can expect not to know where our equipped spirit stones are, for the next 2 months at least
The developers need to take their patch testing much more seriously. This bug is WORSE than the CoD helper bug in terms of inconvenience.
Thoughts regarding other changes:
● The Cost system will be removed.
- The Cost system has been hindering player progression in lower ranks and thus has been removed from the game.
This is an issue, that many new players, especially players that spend, experience.
Bigball definitely gets a lot of support mails for the improvement of this cost issue.
Superficially, removing this cost seems to be a great move that makes their player base happy.
But once again, it is a dumb move in terms of game design, which is why, developers cannot listen to the players on everything.
We can understand this from a very simple manner, by studying the impacts of this change:
Hence, sometimes, not every demand of the players should be acceded to.
The developer team needs to understand basics of game design and players' psychology.
Perhaps, our expectations on the developers are too high.
● The Reflexes formula has been modified.
- Reflex will now gradually increase accordingly to the Player’s level instead of decreasing.
※ Please note that the Reflex of some enemy players in Elemental Matches and other may be different.
This is a logical change, where level 70 players should indeed have higher reflexes.
Initially, the consequences of lower reflexes at level 70 has been deterring players from making their cards level 70.
But from another perspective, this change would further emphasize the importance of making a card level 70 more than ever.
Players are more motivated now to make their cards level 70, which is good for people who can.
And for people who are less capable financially to, it makes the game feels more P2W for them.
Good or bad change? Subjective.
More people might quit because they are losing out because the difficulty of making level 70 cards are extremely high.
Not saying that this change is incorrect/bad but just some food for thought regarding this change.
#Changing of Aslan role from Leader to Defender
No, we do not have a problem with the Aslan role change.
The problem is, this change once again reflects that the developer team is disconnected with the game design.
Why is that so?
This stems from the game design which determines the role of the player.
How do we know if a player is an assist, leader or striker?
Their active. Aslan is now a defender with a 'strategy' active that buffs the team?
In future, are we going to have Sammy/Beth becoming defenders too? Why not? There is no sense of game design anymore.
This goes to show a more serious problem where the current developer team being disconnected with the game design.
Other notable changes:
● The maximum chance of Counterattack will be modified.
- Due to the modification to Reflexes, the maximum chance of Counterattack will be lowered to 50% (down from 65%).
Lastly, we would just like to mention that Celus has lost his smirk upon his EE artwork.
Usually if it is not a major patch, we will not be doing a patch review/discussion.
But there are many interesting changes in this patch that we would like to point out.
Aiolos Discussion Thread: soccerspirits.freeforums.net/thread/494/examining-aiolos-pilgrim-emerald-pinnacle
Let's start with the positive changes.
The developers have been working hard and fast to improve the game.
Many of our suggestions have been taken into consideration and are implemented:
- IGNs on friendlist no longer flash. Instead, the club name and the rank are the one flashing
- Reduction of Cooldown times for free draw and free friendship draw
- Ability to load cloud save tap on decided team formation screen upon pressing load button
Instead of it popping up and not letting us choose the deck that we want to load the cloud save formation on - The new Colosseum of Trials Season 3 is released
- Ability to see all the deck/team formations of other players by "friend search" and long tap on their profile ace
- Improvement to PvP rewards (although we still do not know what it is)
- Fixing the bug where skill points were not allocated on CoD Helpers (Elizabeth & Metatron)
But every time when we want to praise the developers, they would make some mistakes/dumb changes that makes us feel that we cannot complement them at all.
First, let's look at the bugs created due to this patch:
Currently, for android devices, the equipped spirit stone tab is NOT WORKING !?!?!
Seriously, how are you going to play when you do not know where your spirit stones are.
"Fixed with the next update", this was what they said with the CoD helper bug which was fixed 2 months from the major update.
So, for android users, we can expect not to know where our equipped spirit stones are, for the next 2 months at least
The developers need to take their patch testing much more seriously. This bug is WORSE than the CoD helper bug in terms of inconvenience.
Thoughts regarding other changes:
● The Cost system will be removed.
- The Cost system has been hindering player progression in lower ranks and thus has been removed from the game.
This is an issue, that many new players, especially players that spend, experience.
Bigball definitely gets a lot of support mails for the improvement of this cost issue.
Superficially, removing this cost seems to be a great move that makes their player base happy.
But once again, it is a dumb move in terms of game design, which is why, developers cannot listen to the players on everything.
We can understand this from a very simple manner, by studying the impacts of this change:
- Team Cost used to be one of the motivations for ranking up
To be able to place 11 EE (extreme-evolved) players into one's team, one needs to rank up, to approximately rank 9x or maybe lower.
This means that the player is motivated to play more so as to rank up such that he is able to place his EE players into his team.
When you take away team cost, it means to take away one of the player's motivations to rank up.
This means players play less. - Unfriendly Environment for new players
Not every player spends right away when they start the game
New players come into the game, rank 20+, goes into arena.
Due to team cost removal, he meets some overpowered teams that belonged to people who spends.
The new player gets the impression that the game is P2W, loses motivation and quits the game.
Previously, cost restrictions would have limited the strength of teams in the lower ranks, providing a more newbie friendly environment for Soccer Spirits.
Hence, sometimes, not every demand of the players should be acceded to.
The developer team needs to understand basics of game design and players' psychology.
Perhaps, our expectations on the developers are too high.
● The Reflexes formula has been modified.
- Reflex will now gradually increase accordingly to the Player’s level instead of decreasing.
※ Please note that the Reflex of some enemy players in Elemental Matches and other may be different.
This is a logical change, where level 70 players should indeed have higher reflexes.
Initially, the consequences of lower reflexes at level 70 has been deterring players from making their cards level 70.
But from another perspective, this change would further emphasize the importance of making a card level 70 more than ever.
Players are more motivated now to make their cards level 70, which is good for people who can.
And for people who are less capable financially to, it makes the game feels more P2W for them.
Good or bad change? Subjective.
More people might quit because they are losing out because the difficulty of making level 70 cards are extremely high.
Not saying that this change is incorrect/bad but just some food for thought regarding this change.
#Changing of Aslan role from Leader to Defender
No, we do not have a problem with the Aslan role change.
The problem is, this change once again reflects that the developer team is disconnected with the game design.
Why is that so?
This stems from the game design which determines the role of the player.
How do we know if a player is an assist, leader or striker?
Their active. Aslan is now a defender with a 'strategy' active that buffs the team?
- Strategy - Leader role
- Pass - Assist role
- Shoot - Striker role and so on....
In future, are we going to have Sammy/Beth becoming defenders too? Why not? There is no sense of game design anymore.
This goes to show a more serious problem where the current developer team being disconnected with the game design.
Other notable changes:
● The maximum chance of Counterattack will be modified.
- Due to the modification to Reflexes, the maximum chance of Counterattack will be lowered to 50% (down from 65%).
Lastly, we would just like to mention that Celus has lost his smirk upon his EE artwork.