P.S. Do you like what is happening now? We don't even know what a patch was released...
No, but that doesn't mean that every single negative criticism is warranted, some are warranted, some are exaggerated.
About the patch notes, Henry is on vacation that's probably why nothing was posted, but there should be someone else available for that.
Here's some critical comments. What is exaggerated and what is not? Your personal opinion. (I remember you said many times that have nothing to do with developers)
1) You do you agree with the fact that the number of players is rapidly decreasing?;
2) It is impossible to be at the top, without 20+ unavailable heroes;
3) The developers suck money out of players (this is a problem of players not developers, but still);
4) The lack of development of the game;
5) Lilith doesn't communicate with the players;
6) Random which has a strong impact on the game and defies logic.
Here is my opinion:
1) I don't have a strong opinion on this. My perception is that some players leave the game while others join. But this is the case with almost any game in existence, you can only keep your customers interested for so long, they will lose interest eventually over time. Again this happens with every game, that's why many company focus on refreshing the playerbase instead of keeping their existing one. I don't necessarily agree with this approach but it does make some sense from a business perspective. Can't really tell anything more in depth than this without having access to the database and knowing exactly how many players leave and how many join.
2) I disagree. I was #1 in my server, every single day, from almost 2 years. Now, I do have some unavailable heroes but not the latest ones, and the ones I do have are 3*, also the majority of my arena teams is comprised of available heroes. Recently (for the past few weeks or so) I have been unable to be #1 consistently. I can still do it but there is one opponent that wins a lot more often than me now, when I first merged with him he had spent a lot more than me, and I was beating him more than he beat me, but now he just took it to a new level these past few weeks and he jumped from < 2k rune rating to ~8k, I have 2300 rune rating... It wasn't really because of the heroes that he has access to that I don't have, but this difference in quality he achieved for his heroes. This is something I can't do without paying (or at not least not in a reasonable amount of time), the specific heroes don't bother me so much, as I long as there are alternative good heroes to use - and they have actually been releasing good awakenings for old heroes. Up until now I used my resources smartly and my heroes were better geared than anyone on my server, regardless of being available heroes or not, I probably still have the most heroes with maxed academy on the server. But the runes do make a difference and I have a lot less than this person now.
But getting back to a direct answer to your question. It is possible to be "in the top" if you play it smartly. But, depending on much the top people in your server spend, you may be unable to be #1 or it may be harder to be in the top consistently.
3) I agree, and I see an interesting phenomenon here. Until I started playing this game I didn't realize these kind of business models even existed and were successful... I have played many games in my life, and I have a strong MMORPG background, what I have observed in the past, in other games, really makes me think "how is this possible?" I mean, I have played AAA games that have costed dozens of millions of dollars to develop (and this is not even on the upper side) and people complay that they have to pay to play them... I don't mean having to pay a lot, I mean having to pay at all
. In a game I played recently there was no monthly fee and nothing to acquire in the game with real money besides cosmetics. They introduced one item, ONE
, that costed 10 bucks and gave you some kind of advantage in the game (not *that* much), they never introduced any other item of this kind again, and suddenly "the sky was falling", fire and brimstone were raining, all hell break loose in the forums and people complained everywhere that the game was P2W. After all my experience in the past, it really boggles my mind how this business model has thrived. It seems to be something for the Asia market, but the fact is, it is working here in the west.
4) I don't agree nor disagree. I think the game is constantly being worked on, they are actively doing things for it, I just think that they could work on much more interesting features than they do.
5) I agree, partially. Henry does communicate with the players, mainly through LINE and Discord chats, and he does work for Lilith. But there should be more Lilith representants to interact with.
6) I strongly disagree. Random has a strong impact in any RPG, literally any
RPG you can think of. And it also has an impact in almost any game genre, the exception being 100% skill based games like chess. But this is especially true of RPGs, and in fact I think it has a much less impact in soul hunters than you may think. If you try the exact same team, against the exact same opponent's team, without changing anything on either side (academy/runes/etc), and you attack them 100 times, you will see that there will be very little variation. Yes, sometimes you get lucky, or unlucky, but under the exact same conditions the outcome is very similar. I don't know how you would suggest this should be, have a game with 0 variance, zero RNG, and the outcome would be fixed with 100% the same results under the same conditions? This would make for a very, very, poor game.