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Knaillou
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Re: Why people are (still) quitting

Wed Aug 16, 2017 1:17 am

Peoples are quitting everyday, but there are also people joinning every day, but not on Everglades, they go to newest server. In order to keep core members from Everglades they'll have to do cross server events/pvp/raid. 

There are also people coming back after a big break like me, enjoying the game again, and still struggling with the same problems I faced before my break. And loving all the new features/units

But first of all, the game lack a good community on social medias (wich is the biggest part to keep a game alive), there are few youtubers doing regular content on VF, there is Discord wich should be advertised on the Facebook page, Reddit is meh and Instagram died.
From all of this you could get something really big already to keep people and bring some.

Other than that, it's either you like Valiant Force, or you don't. But you can't blame almost the whole game for that, it's a mobile game afterall.
 
Lightwind
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Re: Why people are (still) quitting

Fri Aug 18, 2017 10:04 pm

Frankly, the game would be more fun with less RNG; new features/content require more investment of time/energy etc but you are subject to yet more RNG in order to get the rewards. There's RNG for the right hero(es), RNG for the right equipment, RNG for the right suffix, RNG to reroll for the right suffix (I spent 17 Valianite on one item once!), RNG for the faith, RNG to reroll the faith, RNG for the aura directions, RNG for the right rune types X 8, RNG for the event hero shard, RNG for the event quest item drop, RNG for the hero merge summoner, RNG for the gold mine event layout, RNG for the aura triggers, RNG for crits .... but it's not RNG when on whether you successfully charge my credit card or not, it always gets charged the full amount. I've also been tracking how much gems I spend on everything since I started the game, and I have to spend an average of 511 gems for every 5*/5* potential hero I've summoned.

For some reason, it just hit me yesterday...  I just don't feel like playing this current event... feel very burned out and bored. And the fundamental design problems are still there as described in the OP post.

I don't see the new heroes adding anything new to the game, except to dilute the pool even more, and I would have to start spending more resources to gear them out. There is no more excitement/desire to get them. I just want to max limit break my existing heroes who can already get the job done, but it's not easy to get them with so many heroes now in the pool. And I'm finding that many of my friends list has gone inactive as well. 
 
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gunfrey
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Re: Why people are (still) quitting

Sat Aug 19, 2017 6:42 pm

Frankly, the game would be more fun with less RNG; new features/content require more investment of time/energy etc but you are subject to yet more RNG in order to get the rewards. There's RNG for the right hero(es), RNG for the right equipment, RNG for the right suffix, RNG to reroll for the right suffix (I spent 17 Valianite on one item once!), RNG for the faith, RNG to reroll the faith, RNG for the aura directions, RNG for the right rune types X 8, RNG for the event hero shard, RNG for the event quest item drop, RNG for the hero merge summoner, RNG for the gold mine event layout, RNG for the aura triggers, RNG for crits .... but it's not RNG when on whether you successfully charge my credit card or not, it always gets charged the full amount. I've also been tracking how much gems I spend on everything since I started the game, and I have to spend an average of 511 gems for every 5*/5* potential hero I've summoned.

For some reason, it just hit me yesterday...  I just don't feel like playing this current event... feel very burned out and bored. And the fundamental design problems are still there as described in the OP post.

I don't see the new heroes adding anything new to the game, except to dilute the pool even more, and I would have to start spending more resources to gear them out. There is no more excitement/desire to get them. I just want to max limit break my existing heroes who can already get the job done, but it's not easy to get them with so many heroes now in the pool. And I'm finding that many of my friends list has gone inactive as well.
Yeah agree with you. I think it's bad enough that i get bad rolls for several updates. Then i have to get bad faith from my Event Heroes Selector which i trade from Valianites Shop
It's like falling down and then get kicked on the face. The hero draw rates went super low too after they release Valianites Shop. And on top of that, they removed Event Heroes from 100% Achievement. Come on Devs :(, you can at least let us select one of them . . 
 
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Ferico
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Re: Why people are (still) quitting

Sun Aug 20, 2017 12:56 am

What I don't understand is the hero pool is supposed to have lots of 5 star potential heroes by now but im still here never getting any summoner/elves from the premium summons. I know it might be my luck but I haven't had them since the introduction of summoners. I consider myself lucky already when I pull Genesis heroes such as Luthor/Teresa! To be honest, Im very very close to rage quitting because of this sole reason.
 
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Silmeria
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Re: Why people are (still) quitting

Sun Aug 20, 2017 2:10 am

WRT to mystics, it's a really tough question to answer!

I mean let's say they implement some quick casts/converts mag to normal atk or stuff...

Then the long CDs become okay/decent and the short CDs become imba and OP. So it's a fine line between throwing something out there immediately and really spending time thinking through. From what I gathered from the big boys up there, they are keen to make change, but they really want to be careful about it. 
well... you can always increase skill damage % from mag and decrease base mag to balance it imo.
or if converting atk damage to mag is making things unbalanced, why not increasing mystic and healer's base stats?
+20% atk, +10% def, and +10% mag for mystics, +10% atk, +20% def, +10% hp for healer won't hurt other classes and increase these classes potency a lot.
Frankly, the game would be more fun with less RNG; new features/content require more investment of time/energy etc but you are subject to yet more RNG in order to get the rewards. There's RNG for the right hero(es), RNG for the right equipment, RNG for the right suffix, RNG to reroll for the right suffix (I spent 17 Valianite on one item once!), RNG for the faith, RNG to reroll the faith, RNG for the aura directions, RNG for the right rune types X 8, RNG for the event hero shard, RNG for the event quest item drop, RNG for the hero merge summoner, RNG for the gold mine event layout, RNG for the aura triggers, RNG for crits .... but it's not RNG when on whether you successfully charge my credit card or not, it always gets charged the full amount. I've also been tracking how much gems I spend on everything since I started the game, and I have to spend an average of 511 gems for every 5*/5* potential hero I've summoned.

For some reason, it just hit me yesterday...  I just don't feel like playing this current event... feel very burned out and bored. And the fundamental design problems are still there as described in the OP post.

I don't see the new heroes adding anything new to the game, except to dilute the pool even more, and I would have to start spending more resources to gear them out. There is no more excitement/desire to get them. I just want to max limit break my existing heroes who can already get the job done, but it's not easy to get them with so many heroes now in the pool. And I'm finding that many of my friends list has gone inactive as well. 
Yeah agree with you. I think it's bad enough that i get bad rolls for several updates. Then i have to get bad faith from my Event Heroes Selector which i trade from Valianites Shop 
It's like falling down and then get kicked on the face. The hero draw rates went super low too after they release Valianites Shop. And on top of that, they removed Event Heroes from 100% Achievement. Come on Devs :(, you can at least let us select one of them . . 
What I don't understand is the hero pool is supposed to have lots of 5 star potential heroes by now but im still here never getting any summoner/elves from the premium summons. I know it might be my luck but I haven't had them since the introduction of summoners. I consider myself lucky already when I pull Genesis heroes such as Luthor/Teresa! To be honest, Im very very close to rage quitting because of this sole reason.
i agree with all of your statements. 
Most of the successful surviving mobile games are making it easier to get heroes the more the game progress.
Either increase summon rate, or increase hero drop rate from battle. Playerbase won't dwindle more because of bad rate because of these strategy.
Also... make it easier to farm resources such as fodder heroes/equipment and job relics.
one of the reasons why healer are underrated is because how hard it is to farm resource to invest on your heroes... especially if it's risky.
People would farm for more reliable heroes like rangers and champions rather than investing on risky healers which costs the same as cancerous rangers.
 
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gunfrey
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Re: Why people are (still) quitting

Sun Aug 20, 2017 12:53 pm

WRT to mystics, it's a really tough question to answer!

I mean let's say they implement some quick casts/converts mag to normal atk or stuff...

Then the long CDs become okay/decent and the short CDs become imba and OP. So it's a fine line between throwing something out there immediately and really spending time thinking through. From what I gathered from the big boys up there, they are keen to make change, but they really want to be careful about it.
well... you can always increase skill damage % from mag and decrease base mag to balance it imo.
or if converting atk damage to mag is making things unbalanced, why not increasing mystic and healer's base stats?
+20% atk, +10% def, and +10% mag for mystics, +10% atk, +20% def, +10% hp for healer won't hurt other classes and increase these classes potency a lot.
Frankly, the game would be more fun with less RNG; new features/content require more investment of time/energy etc but you are subject to yet more RNG in order to get the rewards. There's RNG for the right hero(es), RNG for the right equipment, RNG for the right suffix, RNG to reroll for the right suffix (I spent 17 Valianite on one item once!), RNG for the faith, RNG to reroll the faith, RNG for the aura directions, RNG for the right rune types X 8, RNG for the event hero shard, RNG for the event quest item drop, RNG for the hero merge summoner, RNG for the gold mine event layout, RNG for the aura triggers, RNG for crits .... but it's not RNG when on whether you successfully charge my credit card or not, it always gets charged the full amount. I've also been tracking how much gems I spend on everything since I started the game, and I have to spend an average of 511 gems for every 5*/5* potential hero I've summoned.

For some reason, it just hit me yesterday...  I just don't feel like playing this current event... feel very burned out and bored. And the fundamental design problems are still there as described in the OP post.

I don't see the new heroes adding anything new to the game, except to dilute the pool even more, and I would have to start spending more resources to gear them out. There is no more excitement/desire to get them. I just want to max limit break my existing heroes who can already get the job done, but it's not easy to get them with so many heroes now in the pool. And I'm finding that many of my friends list has gone inactive as well.
Yeah agree with you. I think it's bad enough that i get bad rolls for several updates. Then i have to get bad faith from my Event Heroes Selector which i trade from Valianites Shop
It's like falling down and then get kicked on the face. The hero draw rates went super low too after they release Valianites Shop. And on top of that, they removed Event Heroes from 100% Achievement. Come on Devs :(, you can at least let us select one of them . .
What I don't understand is the hero pool is supposed to have lots of 5 star potential heroes by now but im still here never getting any summoner/elves from the premium summons. I know it might be my luck but I haven't had them since the introduction of summoners. I consider myself lucky already when I pull Genesis heroes such as Luthor/Teresa! To be honest, Im very very close to rage quitting because of this sole reason.
i agree with all of your statements.
Most of the successful surviving mobile games are making it easier to get heroes the more the game progress.
Either increase summon rate, or increase hero drop rate from battle. Playerbase won't dwindle more because of bad rate because of these strategy.
Also... make it easier to farm resources such as fodder heroes/equipment and job relics.
one of the reasons why healer are underrated is because how hard it is to farm resource to invest on your heroes... especially if it's risky.
People would farm for more reliable heroes like rangers and champions rather than investing on risky healers which costs the same as cancerous rangers.
And to add all of that, they applied Healing Reduction debuff for this event . .  lul
(Yes i do know that previous event already got em and we can just bring cleanser unit)
But my point is, why hinder healer when they're underpowered already. At least let them be useful for PVE event :\
 
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Ferico
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Re: Why people are (still) quitting

Sun Sep 03, 2017 1:30 am

Because VF wants to introduce lots of RNG system within an RNG system to deliver another RNG effect (Camelot heroes' on pawn skill effect is one).


VF do not see that the frustration comes from this RNG. the RNG in the gacha is worsening (We have lots of 5 potential heroes at this point but we havent had decent rates to be honest)
PVE Gameplay has rotten mechanics as they are introducing lots of enemies with lots of CC resistances and low skill cooldown which leads to players building the same squad over and over again and that is a squad with lots of burst damages in a single turn (Archers/Champs). So what's the point of having healers, guardians, mages now? I dunno.


Maybe its the 2d and 3d art that still keeps me playing this game but I cant deny it, im losing faith to where VF is headed to,
 
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Silmeria
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Re: Why people are (still) quitting

Sun Sep 03, 2017 1:56 pm

Because VF wants to introduce lots of RNG system within an RNG system to deliver another RNG effect (Camelot heroes' on pawn skill effect is one).


VF do not see that the frustration comes from this RNG. the RNG in the gacha is worsening (We have lots of 5 potential heroes at this point but we havent had decent rates to be honest)
PVE Gameplay has rotten mechanics as they are introducing lots of enemies with lots of CC resistances and low skill cooldown which leads to players building the same squad over and over again and that is a squad with lots of burst damages in a single turn (Archers/Champs). So what's the point of having healers, guardians, mages now? I dunno.


Maybe its the 2d and 3d art that still keeps me playing this game but I cant deny it, im losing faith to where VF is headed to,
I agree with how badly RNG is involved in this game. 
Well on another perspective VF can be entertaining if you're not a competitive player.
But all aspect of the game encourages us to be competitive and competitive player got all the benefit, while casual players don't have any... so VF is a really competitive game. 
That leads us back to the point of how long the content development takes, because in game contents are what drives the casual players.
I've suggested to change 28 days login to Valiant Selector rather than Valiant Ticket.
Suggested rate up to improve RNG, suggested class balancing to see more diversity, suggested resource farming improvements... none of them are taken.
i also don't see any good direction this game is heading.
 
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Bansky
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Re: Why people are (still) quitting

Sun Sep 03, 2017 7:16 pm

Im mostly on autopilot mode right now, meaning Im just doing automode on all events and daily quests. I dont bother to spend any effort in completing master trials, etc. Im hesitating on investing more time and resources for this game already. It takes far too long for devs to address the basic balancing issues or materialize any of the development roadmap that were previewed since early this year. I'm already starting to doubt if im still going to be in this game for the long haul now.
 
Lightwind
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Re: Why people are (still) quitting

Thu Sep 07, 2017 9:43 pm

I don't see any improvements or fixes made to the game's most pressing issues with this latest patch. Please correct me if I'm wrong?