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Considering the unknown future of CQ forums I decided to make a single post to describe the problems with some of the features that CQ offers that in my opinion require some changes due to becoming obsolete or monotonous in some way. Before I begin I'd like to clear up that this post in no way criticizes inaction, but points out where in my opinion the changes would be necessary and you should focus your attention on after you deal with Kong issues and weekly events.
**Tournaments**
On 29th of September 2019 season 10 began with a new match mode, some new hero modes and with a little revolution to the hero pool algorithm where in one pool would be Chest&Season heroes, while in the other Quest&Event heroes, the heroes that were added to the game during season 9 were also allowed into hero pools that made some strategy changes in Random Hero tournaments.
Since then we finished one season and I'm willing to guess are closer to the end than to the start of the current one and yet we're still playing with the exact same match modes and hero modes. As if that wasn't enough the heroes released during season 10 weren't allowed into tournament hero pools, which made a situation like a few days ago happen. On 6th July 2020 we played a Super Ascended tournament in Lane League format with 8.800.421.379.041 followers and 24 heroes. The exact same touranemnt with the same match mode, same number of followers and even exact same 24 heroes was already played in the past on 8th January 2020.
A situation that could've been avoided if heroes released siince the start of season 10 were allowed into Random tournament hero pools, but the situation isn't even the worst among ascended heroes. Hero pool quantity is shifting every day in a 5->10->15->20->25->5 cycle, which means that to guarantee we wouldn't ever see the exact same hero pool we'd need to have at least 26 heroes in each category which are:
- Chest&Season Commons;
- Quest&Event Commons;
- Chest&Season Rares;
- Quest&Event Rares;
- Chest&Season Legendaries;
- Quest&Event Legendaries;
- Chest&Season Ascended;
- Quest&Event Ascended;
Current situation is looking as follows:

Green coloured heroes are those that show up in Random tournament hero pools, while red ones are not.
As you can see apart from the legendaries the game currently **does not** support more than 25 heroes in any other category. Worse than that: even if we accept the red heroes into hero pools more than half of them still does not have more than 25 heroes in the pool. The biggest problem here is of course that Season Commons&Rares DO NOT EXIST and those pools are to be filled with chest heroes only. To add even more salt into the gears - with 19 sets of chest heroes released we're expecting at most 5 more to come from Black Hole, Inception, Mechanical (reminder: 4thos, 4tzar and R31 are Cube), 8-Bit and Colours dimensions. That still tops the number of eventual Chest Commons&Rares at 24, which means an eventual Chest&Season Super Rares tournament would never have 25 heroes in the hero pool. The only way to fix that issue is to either **set the hero pools to at most 20, add the red heroes into the hero pools and add 2 chest hero sets** or to make some changes in the hero pool creation and group event heroes with season, while chest with quest ones. This 2nd one will not solve the problem at the start, but with 4 more sets of weekly event heroes possibly coming and halloween, by November we'll hopefully have 21 event commons and 24 event rares.
Now onto 2nd tournament - this is probably the single most mismanaged feature in CQ history. After roughly 200 tournaments in a row with the exact same hero pool of all lv99.6 heroes in the game, now every day we have there a hero pool with 1-2 lv9000 ascended giants that no one else can deal with, then some other progressively worse and worse heroes. There's 0 balance in that pool at all and no runes will make those lv99 and lower heroes being equal in power to the lv1000+ heroes that now spawn there, unless that low lvl hero happen to be from Pyros family. And to top it all - after almost 300 days of this feature being live, we still don't have an ability to view the replays of the battles happening in those tournaments nor see the results of the tournament **in-game**. I won't comment much on rewards, because I understand that they are not supposed to be huge due to the tournaemnt itself being free, but I'd just like to point out like many before that a drop from 60-100 AS for 1st&2nd place to 18 PG on 3rd place is weird.
**Dungeon**
Dungeon is a part of the Daily event cycle. The goal is to just beat Daily Quest-like enemy lineups until you can't or... reach the max level, which is currently set to 250. For most of the Dungeon's existence it was thought to be a more challenging version of Daily Quest and for a reason as it had the monsters above tier 33 and a possibility to spawn 1k-versions some of the heroes that were banned from Daily Quest like Ember, Riptide, Spike, Adam, Sexy Santa, aTronix and some others. The situation started to drastically change in April when Revive promotion 6 skill was fixed to work on all positions coupled with the release of extremely strong Pyros made Daily Quests a complete joke and top players with Lucy Minions like Knynye or FireShard were able to reach DQ2000 within a week. The Daily Quest situation has been dealt with and DQ went through a complete rework as it started spawning heroes on the lv2000-9000, meanwhile Dungeon was forgotten.
To showcase the situation last dungeon before Revive fix + Pyroses nobody reached top of dungeon: https://cosmosquest.net/dungeon.php?id=676
Right after those two happened and we already had 8 players reaching the top: https://cosmosquest.net/dungeon.php?id=703
Nowadays the number of players being able to reach the floor 250 is somewhere between 50 and 100.
Now I also don't believe just raising the cap is going to be the solution. I don't think lvls 251-350 are going to be much different in difficulty if anything all this will do is that some people will simply stop trying to go through all the floors out of boredom. In my opinion Dungeon will also need to get lv2000-9000 heroes in order to again be the harder Daily Quest, because right now it's hardly a challenge for a constantly increasing number of players.
**Auction House & Hero Shop**
At the start of this season Christmas Heroes from December 2019 joined the Auction House. Except Yisus. Please don't forget him next time you'll be adding the heroes to auction house. Kilkenny too.
While I'm writing this post I'd also suggest how to deal with the Pyros problem. Now why is it a problem? Well the Pyroses were heroes levelable only via the event mechanics, so if they were to follow suit with other heroes in the past they'd be put on auctions with 3 lvls per auction, but that would be a huge mistake.
Pyroses are unique in that regard as their skill makes them extremely strong already on level 1, which means most people at the sight of them will be trying really hard to even win 1 auction just to unlock them. That means fighting in auctions for max level Pyros is going to be extremely costly and if someone doubts my words just one look at Kedari's prices being constantly around 8-11k with a smaller competition should be enough of a proof. Now making them lv99 with 1 auction would be unfair to the people who paid for them as well, so my suggestion would be to make them "33 levels per auction". As luck would have it - it would even kinda fit nicely with already existing auction heroes in Cloud/Ember/Riptide/Spike, who are "33 lvls per auction" AND Dragons as well.
As for Hero Shop the last UM offer was on 30th June and since then - so far nothing. It's 10 days already. I could also suggest adding Mother to Hero Shop list - she's going cheap on auctions already anyway, so it won't be such an amazing deal. :P
Other thing is - Lili. As a hero created mostly by the player who bought the VIP reward from Easter 2019 she was initially released for 1UM in hero shop for a week or 2 and after the time runs out iirc was supposed to be released as another permanent Hero Shop hero with a cost of 10000 UM. Now I don't have the informations you guys do, maybe the creator of Lili backed out of this idea and they decided to think of an idea of how Lili should be made available to players right now, but didn't respond with anything constructive, but the situation is at the very least weird as this makes her the oldest hero that's currently unavailable to obtain with any means be it via UM or Kreds.
**Key Chests**
1 year ago it was them that ruled the miracle gain, but a miracle reform since then kinda got derailed and we went from an extreme into another. Now miracles rule the followers gain be it if you're a Lucy player or not. Meanwhile chests dropped into complete obscurity and are now ~8% of the daily follower gain for Lucies and ~15% of the daily follower gain for non-Lucies. With followers in chests becoming obsolete chests as a whole became a lot less lucrative.
In addition to that chest heroes have stopped being released apparently.Last set of chest heroes is almost 1 year old by now. Now there are some problem with chests one of them being - we're getting way too many of them for free, which is probably what stops you from making it stronger, especially because of the fact it rewards UM. Other thing is there are still players who open treasure chests mostly for their Idle benefits, so taking away those additional Disasters and x3 Multiplier would be bad. to prevent that I'd say the rewards should give both an Idle&PvP bonus.
My suggestion is then to change the rewards that can spawn in Treasure Chests into:
- 20/50/200 triple reward Disasters **& 1/3/10 AS**
- 1/3/12 hours of x3 Multiplier **& 3/10/30 CC**
- **6/12/24 hours of Time Travel & 3 lvls of a common/2 lvls of a rare/1 lvl of a legendary or 3/6/12 PG if maxed**
- 20/50/200 UM
- doubling current follower formulas **& x1/x2/x3 Big Big Crunch**
- **x2/x6/x20 Idle Multiplier (the shop one) & x0/x1/x1 Enhance Miracles**
This way both idlers and PvPers can stay happy about chests as they'll never roll a complete garbage in their opinion. I also added another reward that is useful to roll, while not being completely useless & stays balanced and isn't extremely overpowered. Thanks to the 6th reward option the chances to roll UM drop a little bit, so it'll also be a step into solving the UM inflation. At the same time I did a little change to how the chest heroes leveling works. They are already a slog and adding a 6th reward type it would make maxing them even longer, so that serves as a help for the new players who still don't have all chest heroes maxed. It would still take 20k chests to max out all of them, so please think about doing something like that even if you disagree with the rest of the changes to the chests I presented.
**PvP**
PvP is one of the oldest features in the game and one of the most worthless ones as well. Last additions to PvP ever were the PvP charges and trophies. First one made it, so you needed to hit your opponents just once in 7 hours, while the other was to encourage players to fight for top placements. And it kinda did its job, but PvP is now 4 months of nothing and 4 days of competition for a pixelated trophy.
You added the Personal Milestones system to Weekly Events and I think it would be a great addition to PvP as well, while also encouraging players to be a little bit more active during the season. Who knows maybe they would also replace the PvP seasonal rewards. What would the milestones be though? I have them broken into a few categories and each into 8 tiers of rewards giving some great SD rewards:
- TOP Placement (So depending on the highest position during the season that player had, the higher the reward tier):
> TOP 1 = 2 000 000 SD
> TOP 2 = 1 500 000 SD
> TOP 3 = 1 000 000 SD
> TOP 10 = 750 000 SD
> TOP 25 = 500 000 SD
> TOP 50 = 250 000 SD
> TOP 100 = 100 000 SD
> 101-... = 50 000 SD
- Number of Battles (So depending on how many PvP battles a player fought the greater reward it is):
> 3001-... = 2 000 000 SD
> 2501-3000 = 1 500 000 SD
> 2001-2500 = 1 000 000 SD
> 1501-2000 = 750 000 SD
> 1001-1500 = 500 000 SD
> 501-1000 = 250 000 SD
> 251-500 = 100 000 SD
> 1-250 = 50 000 SD
- Number of Wins (So depending on how many PvP battles a player won the greater reward it is):
> 1501-... = 2 000 000 SD
> 1251-1500 = 1 500 000 SD
> 1001-1250 = 1 000 000 SD
> 751-1000 = 750 000 SD
> 501-750 = 500 000 SD
> 251-500 = 250 000 SD
> 126-250 = 100 000 SD
> 1-125 = 50 000 SD
- Best Win Streak (So depending on how many wins in a row a player got the greater reward it is):
> 15+ wins = 2 000 000 SD
> 12-14 wins = 1 500 000 SD
> 10-11 wins = 1 000 000 SD
> 7-9 wins = 750 000 SD
> 6 wins = 500 000 SD
> 5 wins = 250 000 SD
> 4 wins = 100 000 SD
> 3 wins = 50 000 SD
The numbers of rewards and tier are just a pure theory and would probably have to be changed in some places based on the season length, especially for number of wins/battles in case of a short season.
There could be some other categories to think about, maybe looking at the strength of a lane or something, I'm just giving some ideas right now.
There are also problems with PvP that I uncovered with Alya at the start of season and written about here: https://www.kongregate.com/forums/910715-cosmos-quest-the-origin/topics/1908012-mysteries-of-the-depths-a-short-story-of-two-adventurers-wanting-to-see-the-bottom-of-the-ranking
Recent Kraide's rise out of nowhere showed that some of those issues are still in the game as Plury pointed out in chat he was unable to hit him, despite Kraide being in his range. Later on that day another player - Krowi_Placek noticed Kraide himself and had no prblems with hitting him, why?
Another issue with PvP is monsters. Currently we're blocked from deploying on the PvP grid tier 36-45 monsters. It made sense at the time when monsters were released as tier 35's were already on a power level higher than most heroes, but then the release of promotion 6 and Pyroses changed that and the enormous stats that those monsters had gave them no advantage and in some cases even a disadvantage. Unleashing tier 36 and maybe even tier 37 monsters into PvP will be a change that is going to affect mostly top players, but it'll be a good way to give top players the advantage they deserve.
**Daily Quest**
Some might say - wait, but it was reworked not so long ago why is there a Daily Quest part of the post. Well I'm not here to complain about the rework, even though I think it failed at stopping Lucies from breaking the game with all the resources they get from it, but it's not what I'd like to point out in this post. There are some heroes that in my opinion should get removed from the hero pool of Daily Quest enemy line algorithm.
The biggest offenders are B-Day and all 3 season 2 heroes (Zeth/Koth/Gurth). Their skills unlike most other heroes are not stopped from increasing their potential after lv99 as they are linked to their own stats rather than level, which makes them most likely an impossible obstacle at lv 2000-9000, especially when they reach lv5000 or higher:
B-Day at level 5000 deals 861 dmg to last unit in lane every turn.
Zeth at level 5000 deals 1129 dmg to all enemies after death.
Koth at level 5000 deals 1703 dmg to all enemies after death.
Gurth at level 5000 deals 2282 dmg to all enemies after death.
And the most important thing about those last 3: This dmg is inevitable - you can't decrease it with Bubbles, you can't avoid it by not killing them directly. It'll always trigger and wreck the player. Therefore it's not an issue you can fix with setting a special multiplier like it was done with so many heroes in the past. You kicked Adam from the algorithm for less than that.
Another pack of questionable heroes are all the full lane ricochets - Sigrun, Koldis, Alvitr, James and Smith. I'm just gonna post 2 screenshots:
- This is what was banned from spawning in DQs as it was too hard for players to deal with and for a good reason:

- This is what is roaming around DQs today and stops people from going further, just by existing:

And if you're worried it's going to make the top-top players completely break out of control - don't, top players are not seeing many, if any legendaries in their Daily Quests anymore. All those heroes above do is just being a hard block for F2P who will never be able to go through them no matter how hard they'll try.
**Quests**
This one will be short. There have been no new quests since 2018. You can do commons/rares/legendaries/ascended 2000-9000 as opponents now. It's possible to make things harder than Quest 180 that's beatable with 4.
**Hall of Fame**
Last, but not least - the Hall of Fame. This thing possibly never worked correctly? Well I can only write down things I noticed that definitely don't work:
- Tier 31+ monsters count as if they had 0 Strength value;
- Tier 1 to 30 monsters still count with their old doubled Strength value;
- All new heroes since the release of Lili iirc count as if they had 0 Strength value;
- Promotions don't seem to affect the heroes Strength value server side, even if they seem to do so visually;
- Daily Hall of Fame entries are not "Daily", but "Hourly";
**In Summary**
- Change hero pools in tournaments to max 20 heroes;
- Add the forgotten heroes to tournament hero pools;
- Allow us to see the results of 2nd tournament in-game;
- Allow us to view the replays of 2nd tournament fights at all;
- Fix the 2nd tournaemnt hero pool algorithm from being so unbalanced;
- Add lvl 2000-9000 heroes to dungeon;
- Add Yisus and Kilkenny to Auction House. It was 7/4 months respectively since their release.
- Consider making Pyroses "Gain 33 lvl per auction" heroes upon adding them to Auction House;
- Refill the Hero Shop offers;
- Make a Hero Shop offer for Mother;
- Find a way to add Lili to the game again;
- Rebalance the Key Chests rewards;
- Release new Chest Heroes;
- Introduce the PvP Personal Milestones System that would reset with the season;
- Let us use tier 36 and tier 37 monsters in PvP;
- Explain why are some players unable to hit other players;
- Ban B-Day/Zeth/Koth/Gurth/Sigrun/Koldis/Alvitr/James/Smith from spawning above lv 1000 in Daily Quests;
- Add new quests;
- Fix all the Hall of Fame bugs.
Thank you for reading if you made it through that whole megapost and I'm curious to know your opinions on the points above.
With regards
Ice.
Tournaments:
Sure, I don't think that many people look too deep into it like that but you make good points. But yeah noticing that the July 6 tourny was the same as the Jan 8 one is...not something most people would notice.
Dungeons:
Yep needs to go past 250. Or I don't know...changed. It's a daily thing that just allows the top players to continue to be at the top. If you're a top DQ player you're going to be the top at this, so it's kind of pointless in some regards. I think the better daily events are ones that put everyone on an equal level to start.
Auction House & Hero Shop:
Oh boy there are way more problems than just that with AH and Hero Shop. I made a big rant about it awhile ago and still hate it. I won't go into everything again but it's a huge source of frustration for mid-level players and with things getting even more expensive there it's just...annoying.
Key Chests:
Sure. The only real complaint I have is I've hit the follower limit on them now which I didn't know about and had explained to me so now they have become even less relevent. Maybe remove or change that.
PvP:
As a mid-level player you're kinda off on this one. It's not 4 months of nothing for a lot of people. It needs some imrovements for sure and I like some of your ideas for rewards. I think a big one should be "Improvement over last season" where it takes a look at where you finished the previous season and rewards lots of SD per rank that you improved. It's not something top-10 people would care about but it would encourage lower and mid players to really push higher.
Maybe add in a daily PvP gamble thing. Where each day you can attack 1 person...any person. But the risk/reward is there. So you get 10000 SD for every level the person is ahead of you. If you're rank 100 and you try and attack the rank 50 player and win you get 500,000 SD. It's a huge risk but it could pay off, if you lose you get nothing. If you attack someone lower rank than you, you just get 10000 SD.
At this point adding another lane or two or three for PvP might be worth it too, we've got a TON of heroes not doing anything.
DQ:
yep. agree.
Quests:
Yes. Please add more Quests, I miss them. Figuring out Quest grids and then leveling up a hero to finally beat the last one in the group to win the reward was so satisfying. Please add in more Quests with some nice rewards (not more heroes). It's a simple thing that could really give people something to push for.
Other issues:
* Fix remaining issues like Yeti P5, or at least comment on why you refuse to. Actually, no. Just fix it, it's a matter of just changing a couple of numbers.
* Give us another use for CC. It's piling up and only used for recycles now.
* Weekly Chests. This obviously needs a bump up in rewards. But I say make it a huge bump, like triple the rewards or more. Encourage people to at least check in every week, reward those that do.
* Rework some P6 skills. Everyone seems to think revive is way overpowered and so many other p6 skills are useless, except for Kermit. Maybe listen to the feedback on this one and adjust. If there is some big plan to rework a lot of skills than ok, but its a mess right now.
* Improve the WB solver. It shouldn't be that hard to get that to be more reliable. DQ solver improvement would also be welcome.
* Some other QoL stuff for newbs would help. Like making the website link easier to find, it's not just for tournys. Should be out in the open. Maybe some in-game notification stuff might help. Like tournment has finished, here are your rewards, or congrats you won the auction for x hero. When finishing LF the button doesn't go away but a note that says you've reached the max for the day. A simple counter that tells you how many LF you've done...that would take 10 minutes to add and should have been done a year ago. A different icon for SWB. etc.
* WB lowering hits...again. Or just put a 24 hour timer on them so they are autokilled at 24 hours. Like I mentioned in the bug reports post. Please add a 2 minute timer between bosses so that people don't accidently hit the wrong WB or have it auto-refresh when a new boss spawns. It's very frustrating for newbs and still keeps happening and shouldn't be that hard to fix.
* Remove the entry cost for Flashes. Daily events shouldn't cost anything. There's so few players now and most don't have any UM to spare. And I think it's still like 90% of players don't win any UM on these so it just ends up being a loss for more people.
Please don't add levels to the end of dungeon, fix the curve and scale things to give the same rewards for 150-ish levels. Not everyone is able to use the automater.
In re: world bosses - fix it to work like flash tournaments and/or auction house bid desync stuff so that you can't accidentally hit the wrong boss with the wrong lineup.
> *Originally posted by **[jj75alive](/forums/910715/topics/1917942?page=1#13428523)**:*
> more whining, more complaining = more nerfing = more players quitting...do you all never learn?
I want to understand where you're coming from a bit better. What are three things you like and three things you dislike about Ice's suggestions, and why?
Like : modding pvp play, especially adding T36-37 monsters, since followers have been nerfed to sh*t.
adding Pyros to AH 33 lvls/auction sounds right
add more quests
Yes, please fix the fkn keys. Keys are pretty much throwaway in value.
Yes ban those OP B-Day etc. heroes from DQs
Dislike: Daily Quest - listen, you cant make ftp players on equal footing to players who paid for minions... if you can't pay the $10/month 10x then dont expect the same progress as p2w. Resetting DQs just pisses everyone off, your suggestion is just whining.
Hero shop for Mother? how bout hero shop for Santa? Hero shop for Hans and Yeti? Hero shop for Ignis then.
Hall of fame...who cares?
I just feel when the devs are forced to change/fk everything up to make some select vocal players happy, then others get confused and disheartened especially with Nerfs, which help no-one, I p4d Retia only to find out he became useless after "fix", Raelan, became useless.
Let's ADD more fun things to accomplish in the game, like personal Milestone rewards, more events, more heroes, take out the lottery as it serves only Phazm. Just make the game more fun, not more difficult by nerfing heroes.
> *Originally posted by **[jj75alive](/forums/910715/topics/1917942?page=1#13428543)**:*
> Hero shop for Mother? how bout hero shop for Santa? Hero shop for Hans and Yeti? Hero shop for Ignis then.
OTO heroes do go to hero shop for high UM cost after a while (Guy for example).
So making that comparison as if its the same as asking for event per level heroes like the ones you listed... it isn't.
Hai. (edit after forum closure)
I will say as far as Retia and Raelan fixes go. This should have been handled better and let players know as soon as possible that it's a bug that will be fixed so it doesn't seem like a nerf and to let those who want to pay money know that to inform their purchasing decision. 100% understand if you paid for something and it gets changed you should be upset, it should have been fixed right away. It will avoid people whining about nerfs at least.
> *Originally posted by **[jj75alive](/forums/910715/topics/1917942?page=1#13428543)**:*
> Yes ban those OP B-Day etc. heroes from DQs
> Dislike: Daily Quest - listen, you cant make ftp players on equal footing to players who paid for minions... if you can't pay the $10/month 10x then dont expect the same progress as p2w. Resetting DQs just pisses everyone off, your suggestion is just whining.
> I just feel when the devs are forced to change/fk everything up to make some select vocal players happy, then others get confused and disheartened especially with Nerfs, which help no-one, I p4d Retia only to find out he became useless after "fix", Raelan, became useless.
DQ: First want to say Ice was pointing out the OP hero issue, never said to actually do another reset. That said, most people (including Ozzy and I and we had it pretty good before and still do) were saying dq needed to be fixed, and I still think it didn't quite hit the mark. Honestly the reset/change "hurt" a very small number of players while helped most. So not sure why you are stating it just pisses people off, you seem to be the only one pissed off with people talking about it. We are not saying to nerf dq in a way that can make f2p equal to people with lucy, the auto complete for lucy where f2p likely don't get much past dq300 is enough of a boost (not to mention that dq still has no limits for lucy players, even if progress was slowed we will creep ever onward).
"Nerfs": Devs did not change/fk things up, but fixed bugs, they always said that gladiators were not intended to work in such a way and if you couldn't tell that eternals were not suppose to work in such a way well sorry. Now I agree with how long Retia/gladiators were working the way they were they could have stayed, the skills weren't breaking anything in the game and people were use to it (not to mention enough people did invest in them because of that). Eternals on the other hand were breaking the game, they allowed people to push much further in dq in a short time (with Lucy players again getting the best as they keep all those levels) and pretty much everyone was using them in pvp because they were so OP due to the bug. Also note that most people didn't spend $ or a great deal of resources on the eternals as they got the common and rare (free from event) so there is no big investment loss, and many would still have promoted for YC and YR anyway as they are still used there. Again want to point out you seemed to be the only person to voice that the eternal heroes should not be fixed, most people were in agreement that they were an issue.
> *Originally posted by **[msvej](/forums/910715/topics/1917942?page=1#13428631)**:*
> Again want to point out you seemed to be the only person to voice that the eternal heroes should not be fixed, most people were in agreement that they were an issue.
<- voice
Agree with alot but whilst I understand Ice's point about Dungeon - I personally don't see any need to change it. Daily events aren't intended to be game breakers and while LF can be (it shouldn't), the rest aren't.
Ultimately daily events are just a little something to do with a small reward. Dungeon does this and if 200 people end up hitting level 250, who cares? We still all get a little something for pretty much nothing.
Sure it might start getting boring, but how is that any different from lottery? keys? match? snake? LF (open 3 boxes) etc...
Also have to add, PvP almost has zero relevance, even with the maybe? 3 seasonal rewards per YEAR. Need something out of the box to liven it up and why is there even a limit on monster tiers?
I agree with ice. QOL Features would be very important. Like have ingame buttons that lead directly (via link) to the cosmosquest.net page.
Like WB damage done link to the WB webpage where my ranking is highlighted.
Same for Tournaments. Just fix the button. "view tournament web" is bronken for me. It just redirects to the main page but not the to actual tournament. Again my ranking should be highlighted.
I also agree on the pvp nonsense.
I can be on top500 on 99% of the time but be top 50 on the last day of season and I get all the reward. Season rewards should be more of a average position of the season rather than the very last days.
So a weekly or monthly milestone reward would be a better option. Make it like a fighting game score table. You get points for each week. Top 5 get an "S" Top 10 gets an "A", Top 25 a "B" top 50 "C" and so on. On the end it will be calculated how many grades one have and this would be the end result. Yes there will be basicly no more difference between 49th and 39th in placement, both would be equally a "C".
Rewards could be weekly or on the end of a season. For example: For every "A" you get xx amount of yy. For every "B" you get xx amount of yy and so on.
> Other thing is - Lili. As a hero created mostly by the player who bought the VIP reward from Easter 2019 she was initially released for 1UM in hero shop for a week or 2 and after the time runs out iirc was supposed to be released as another permanent Hero Shop hero with a cost of 10000 UM. Now I don't have the informations you guys do, maybe the creator of Lili backed out of this idea and they decided to think of an idea of how Lili should be made available to players right now, but didn't respond with anything constructive, but the situation is at the very least weird as this makes her the oldest hero that's currently unavailable to obtain with any means be it via UM or Kreds.
Is she unavailable in shop now? I didn't know that.
Almost agree in this thread but oppose only the WB 24 hour timer.
The number of Active players has decreased sharply due to the start of Weekly events, so it's an urgent task to revise WB,
but it was pointed out in the previous discussion that a fixed spawn timing of 24 hours would create a profit imbalance for each player, so it should be intentionally moved timing.
If solve it by reducing the number of Attacks, there need to reduce the number to 800/600 (half of the current).
...But unfortunately Dev is neglecting this game and players again and again.
Yeah it's not so much that each WB last 24 hours, it's that for the ones that do go over it just cuts it off at 24 hours, so it wouldn't happen all the time just when needed. It was suggested awhile ago but instead opted for just reducing the amount of hits needed, which worked for a little while and it's happened a few times now, but here we are back with 35 hour bosses again, so it needs reduced AGAIN buy Gaia is like really super busy AGAIN so we are left struggling. All of this could have been avoided with a cut-off time or something like that. Reducing the hits only works if it is monitored better and updated as needed which it's not and probably never will be.