#Feedbacks from a guy who's playing online for over 40 years.

1 messages · Page 1 of 1 (latest)

uneven lichen
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Mixing Ranked/Leagues/Tournaments whit very high pay2win requirements/entry/aspects to have a little chance to win/progress, has/will never get any games very far, and has/will never ends well. It has to be skill based and not money based, you will never cater to a very high audience thinking this way, and will always stay little and eventually die.

If the goal is to not succeed, you are on the right path. If your goal is to try to get large player base involved, you already on the path of failing, no matter how many sponsored tournament you organize.

Don't get me wrong, the game is cool. I don't play to win, I play to have fun FIRST. But putting someone who put hundred and sometimes thousands of $$ against ppl who don't will never work very well in the long run. well first it's not fun and it's a design which will end by a dead game.

I know you'll all think I am crazy saying that, but casual should be where your unbalanced whales team plays, let them have a leaderboard where they can win money if it's what they want at all cost. But any e-sport competitions should have the same characters for every contestants. Otherwise, there is no point to even try to compete in it.

Just my 2 cents.
Sorry about my english.

pastel ferry
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Your feedback and experience makes total sense, and I think this is also recognized by the team, that there needs to be different tiers in Arena, so it will be fun for everyone, weather it being a new player that is trying out the game for the first time, a casual player that has collected a few Illuvials, "whales" that has spend big $$ or "auto battler pro's" who wants to compete in tournament's.... The main thing is 100% that the game should be fun to play.

There are also a few feedbacks regarding the topic, like this one that is not that old..
#1453534728778158303 message

And I think Kieran also addressed a bit in the Townhall this week.

It will also help a bit when we get the Accented mode back (1 vs 1) where it may be easier to get a better match making. (there are also still two modes in current version, the casual one where everyone play with same Illuvials, and ranked "Leviathan" with the owned Illuvials, I think tournaments could still be made with both modes)

It's a really hard balance Illuvium is trying to make with this, as there needs to be elements of both, without ruin the experience and fun for the F2P. It will also become easer with a larger player base.

latent lake
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  1. How do you monetize F2P
  2. How about people who have spent so much on P2W?
full field
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  1. Many ways, you only have hundreds of examples.
  2. Both can co-exist
uneven lichen
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At the moment, there are very limited systems in place to retain players or give them a reason to log in regularly. Most successful games—especially live-service titles—offer recurring incentives such as daily, weekly, and monthly quests, battle passes, achievements, progression milestones, or similar engagement loops.

Many other Web3 and traditional games already implement these mechanics effectively (for example: Chainers, Villain, Guild of Guardians, and most competitive games on the market). These systems create habitual engagement and give players a reason to log in every day and actually play.

Right now, the core experience for many players is simply logging in and repeatedly losing to opponents who have invested hundreds or thousands of dollars to acquire top-tier Illuvials. Without meaningful progression paths, incentives, or retention mechanics for non-whale players, there is little motivation to continue playing.

With no retention systems in place, it’s not surprising that the active player count remains around ~200. Without giving players consistent, achievable reasons to return daily, it will be extremely difficult to grow or even sustain a larger active player base.

latent lake
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Another rant without solution

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tell us something we dont know

full field
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And it's also things that have been flagged for the last few years that will be an issue, surprise surprise