Monday, August 4, 2014

State of the Game - August 2014

It's been roughly 5 months since the dawn of LINE Rangers and the game has changed drastically since its infancy days. I wanted to take some time to just step back and look at our journey. At its core, LINE Rangers is a straightforward game with a simple goal: destroy the enemy tower and advance to the next stage in our quest to rescue Sally. It has a truly addictive nature about it and has captured the hearts as well as the wallets of many people. For players who have joined at various points in time, here's what the game looked like back then.

We've come a long way to save Sally
The game initially released on February 27, 2014 with 60 stages and 75 rangers:
  • 11 5-star rangers + Honey (100 friend invitation gift)
  • 12 4-star rangers + Frog Brown (50 friend invitation gift) 
  • 18 3-star rangers + Elf Cony (30 friend invitation gift) 
  • 15 2-star rangers
  • 16 1-star rangers
5 cycles of new rangers were released on a monthly basis:
  • March 2014 + 4 rangers: Sorcerer Cony, Opera James, General Brown, Macho Moon
  • April 2014 + 6 rangers: KSM, Dancer King Boss, Bernard, Hip Hop Brown, Songster Cony, Red Brown
  • May 2014 + 6 rangers:  Ola Brown, Lightning Jessica, Dwight, Dumpy, Abdula
  • June 2014 + 7 rangers: Susu, Luis, Prince James, Best Couple Brown and Cony, Hitman, Cherina and Shu 
  • July 2014 + 6 rangers: Rider Edward, Mully, Chichi, Summer Brown and Cony, Elle
The game today has 132 stages and 104 rangers. That's a 120% expansion of single player game content and almost 40% more playable rangers than the original game.

Let's let that sink in for a moment: The game has more than doubled in available content. For any game at all, if a game maker is doubling its content in less than half a year, it means the game is hugely successful and the pressure to keep the content fresh is very high. When content is in high demand for a mobile game with such a simple concept, the landscape of the game has to change in order to keep its customers coming back. 

Stages to Plow Through

Today when a new player joins the rescue effort to save Sally, they are given 30 rubies just for starting. There are plenty of players who just started the game and rolled Ola Brown, Cherina, Dumpy or some other similarly powerful 5-star ranger with their first 20 ruby Gacha. And for those players, stages 1-108 are pretty much a breeze, limited only by the number of feathers they can get their hands on. For players who didn't happen to win some super overpowered rangers, their experience is... well, not very different up until around stage 84. I know this because I've personally replayed the game 3 times over. It's all still basically enjoyable but you really don't hit a wall until you reach Temple of Ice or Altar of Flame if you are schlepping through with free rangers.

The most prohibitive factor is actually your player level and the amount of coins you have available to make your upgrades. Especially when playing with the experience boost item, your player level will mostly likely be higher than the level your pocket can support in upgrades. In any case, with some fairly diligent playing, one could realistically arrive at the front gate of Maze of Illusion within 2-3 days with the aid of a powerful premium ranger, or about a week or two with free rangers. If brand new players can blow through 90% of your content in a matter of days, you've got a real problem. 

New Battle Modes and Why We Needed Them


June 19: Enter Team Battle Mode, Friend Battle Mode and Endless Mode. Endless Mode is a really nice addition to the game because it will continually offer players more to do as more areas are released in the future. The challenge continues to mount over time. I wish that they were a bit more clever with EM's stage environment, but nevertheless, it gives people something to wrestle with when they are done with the end-stage of a new area. Friend Battle Mode is a neat little way to duke it out with your friends and earn as many Friendship Points as you like in a day, limited only by the length of your friend list. They were both welcome additions to the game. 

Team Battle Mode became the problem and the solution to the content problems between releases. The player versus player aspect of the game has shaped a competitive edge to the players of the game that didn't exist before. It solved the issue of people going days and even weeks with "nothing to do" because in Team Battle Mode (PvP), there's always someone different to face off against. Day or night, there was another team to fight, another point to gain on the ladder. 

The funny thing about this ladder mode is the fact that players can purchase more feathers to continue to battle, and the rapid rate of climbing up in score is a complaint that a lot of people have with PvP. Half  hour into the weekly ladder contest, there are plenty of people who have already burned dozens of rubies for more chances to battle and gain points. That's likely a bigger investment into PvP than many players are willing to put in. But consider the flip side. If players were not allowed to buy special feathers and everyone could only play Team Battle Mode once every 30 minutes, then we'd run into the problem of the top ranked players being zombies as they would not sleep more than 149 minutes at a time for 7 days straight. Everyone else could only hope to play as many feathers as they can in their waking hours. Furthermore, players are at the mercy of the random matchmaker because the points you gain/lose factor in the ranking of your opponent. Suppose the top 2 players in the ladder both play all 336 feathers for the week, but one of the players got unlucky and got matched against an opponent who was ranked much lower. The loss of even 1 point could mean defeat for the entire week. Where is the fairness in that? 

So instead, the system we have is one where players who wish to participate in the top tiers of competition can buy as many feathers as they wish. Each week since the release of PvP mode, the score of rank #1 has increased. Yes, indeed LINE continues to make a killing as players grow more and more cutthroat. It's a contest of who can play the most number of winning matches in the span of 168 hours. PvP was never intended for be a level playing field for all.

Thank you, nongmetoo
This picture by nongmetoo is a very nice summary of what happened last week (PvP which ended August 4 06:00 JST), and a pretty good setup for the coming week. She did a picture like this a week or two ago, unfortunately I lost it. The trend that I got from the two was that the player behavior at the top 20000 ranks has changed dramatically, and likely will continue to shift for a while. People have been increasingly buying additional feathers to push up in ranks. Six weeks ago, rank 301-1000 could be achieved at approximately 2500 points. Today? You need over 6000 points to secure the 150 rubies. A month ago, to win 100 rubies you could skate by and land in the 2001-5000 rank without buying any additional feathers and profit the whole 100 rubies. Today you simply cannot do it. You will land in the 5001-10000 rank by not buying feathers and playing very solid matches throughout your waking hours. 

It's not at all rosy up in the top tiers. If you want to get up in the 2001-5000, you need to spend some rubies, but the reward gain is only 20 more rubies than the next tier down. So can you jump from 5001-10000 rank to 2001-5000 buying just 20 feathers? It's very unlikely, unless you time your wins very carefully. In the top 101-300 rank, players are rewarded 300 rubies, but they spent over 100 to get there, netting under 200 rubies. In the top 3 ranks it is even worse, players spend well over 1300 rubies for the week to get to 15000 points. They only win 1000 rubies from the competition, so they are in fact netting -300 rubies just to walk away with the glory of being ranked 1, 2 and 3 in the world for the week. 

So what am I saying? Line created a competition that profits off of people who want to reap the greatest rewards? Well... yeah, they did, but you could say that exact statement about tons of other games. If you want a chance to win, you have to put down some cash. Does it create a situation where small cash players get pushed out of the competition? Indeed it does. It's almost like a game of poker. If you want a shot at the pot, you have to buy in. The more fierce the game gets, the more money is involved. At a certain point people will duck out of the race because it's just too rich. But at least in the Rangers weekly ladder, everyone walks away with a minimum 20 rubies back in their pockets. Armed with this information, you can judge for yourself whether you want to step into the fire. These days, I find it easiest to target a tier I want to sit comfortably in, and just do enough to stay there. Trying to climb past rank 5000 requires quite a lot of effort that even I am not prepared to put in, but there are many others who enjoy it very much.

Gross Revenue

Please bear with me a little because these are all relative comparisons and with limitations based upon the data available. According to the website AppAnnie, which indexes app information and sales, LINE Corp has been 4th or 5th place in worldwide revenue for games in both the iOS and Android (Google Play) market from April through June. This includes all of the game titles in the LINE library. So yes, they make a ton of money. 

Now I'm going to use an example and take the Indonesia market because Indonesians are consistently the heaviest traffic viewers on this blog. Based on the information on AppAnnie, LINE Rangers started to surge up in sales almost immediately after release. It steadily climbed up in the ranks of the top grossing app charts in both iOS and Google Play markets in March and April and has been hanging steadily in the top 100 ever since. The in-app sales trend goes as you would expect: Line Rangers dips a bit in sales when there is no event and nothing special going on, then rushes up whenever a big event like new stages and new rangers are released (not coincidentally with double 5-star chance events happening simultaneously). This sales rate for the game is mirrored in similar markets like Thailand and Taiwan. 

So clearly, the gripes we as a playing community have with certain aspects of the game are overshadowed by the huge popularity of the game in the last half year. Yes, the odds of the Gacha are becoming increasingly unfavorable. Yes, the new rangers are increasingly mind-boggling in strength. Yes, the new area is much more challenging than all the previous ones. But despite all that (which are debatable whether they are good/bad) the game continues to be a success. The feedback that LINE gets from each new release of content and rangers is that people get excited. They love it and they are willing to part with their money for the latest stuff. For better or for worse, this is what the revenue stream reflects. 

Versus Other LINE Games


Other competitive game titles for LINE include Pokopang, Cookie Run, Let's Get Rich and Tsum Tsum. I don't play Pokopang and Cookie Run at all but the revenue that those two games draw in are astonishingly steady. Especially Cookie Run, which is almost always found in the top 20 grossing games in the relevant markets. I wish I could tell you why that is, but since I am not an avid player, I don't really know what impacts their sales or whether players would find it compelling to make in-game purchases very often or at a specific time/event. I will say this, because I played it a couple of times and looked up some details: Cookie Run is not an in-house developed game from LINE. The maker is Devsisters, a Korean company. Cookie Run was hugely popular in South Korea for years before it made its debut as part of the LINE family to the rest of the world. So maybe this developer company has created something inherently unique from the rest of the LINE games that affects its sales pattern. Maybe it has just existed long enough that the game is coasting on a winning formula. But in any case, LINE Rangers as a homegrown game has earned a place in LINE's eyes as one of its most popular and surely one of its most profitable. [Also for those of you not aware, LINE Rangers' concept is not original. It's pretty much a copy of the game Battle Cats with prettier graphics and more lovable troops. LINE definitely did a good job making a simple game more appealing.]

One more sort of interesting thing I've noticed is, typically if sales suddenly rockets for one game or the other (like the launch of Disney Tsum Tsum is a very good example), the grossing sales of other LINE games like Pokopang and Cookie Run tend to fall a bit. This indicates to me that there's a really good chance the players of LINE games are roughly the same pool of people and that they probably play multiple LINE games. The time that they can spend on any given game is finite, and so if their interests turn to one game or another, the rest of them may not get much attention. So perhaps they have some kind of event cycle such that the games each get some promotional events which do not overlap. That way, the games don't cannibalize each other. Or if they don't coordinate this way already, they probably should think about it to maximize sales.

Concluding Remarks

I bet a lot of the info here is not news to many readers. Why am I writing all this? This post is meant to be a stake in the ground, just marking where we stand right now. Perhaps the game will take a left turn somewhere in the future and we'll look back on this current state of the game as the "good old days," who knows? 
Events are fun and exciting. And we get stuff which makes us happy
For me, it very much feels like the game is blossoming and we may be at the beginning of a stabilizing time. The last 5 months have given the developers a good idea of what works:
  • Challenging content can be cleared with a reasonable amount of effort 
  • We really like events. Giving us rewards sprinkled in the day-to-day like the boss stage events or ranger bonus events enable us to achieve what we want to achieve a bit easier. Some events gave us some rubies or chance at something powerful and useful to fuel our desire to keep playing (like the Clara event and Stage 100 SoCo event) 
  • Tweaks to free rangers to make them competitive for current areas, as well as the addition of the 80% stat bonus for combining rangers 
  • Dangling "limited edition" rangers in front of players to create the "need" to Gacha and promote trendy excitement
And it has given them a good idea of what doesn't work:
  • Stage rewards which are not conducive to the current challenge. This triggered the shuffling of all the obtainable 4 and 5 star rangers in the early and mid-level stages a couple months ago. I have a strong feeling that LINE learned from their previous slip up and as a result, there was a good amount of thought put into the decision to include Alice, Opera James and Sorcerer Cony in the recent stages. 
  • Giving select regions significant amounts of bonuses while other regional players do not get to participate. This is the age of social media. Everybody finds out about everything, and players feel bitter when they're excluded from promotional events when they are all playing the same game.
  • Doing things "behind the scenes" and not giving us any notice of it happening. It really makes players crazy.
I know many people will have differing opinions about the current state of the game and what its biggest issues and successes are. And that's ok. Not everyone plays with the same goals and mindset. But it's nice to have this game that we all feel pretty good about so that there is this feeling of community. Line Rangers & Friends has been on the internet for just over 4 months and I have accumulated over 500,000 hits in a pretty short amount of time. The blog has evolved as well over the course of these few months. I feel good about that. Thanks for playing and reading and contributing to the game, everyone. One of these days, we'll save Sally! 

41 comments:

  1. I'd just started looking at team battle that way this week, that you can potentially spend a certain number of rubies on extra feathers and end up with a net gain at the end of the week over what you would have otherwise won. Only really worth it if you're going to set a timer and use every free feather, going down a tier if you don't wake yourself up in the middle of the night. I wouldn't spend any rubies until the last day though as a poor running average from too many matchups vs lower players could put you out of reach. Or does surging ahead day 1 somehow help guarantee good matchups vs equal or higher players?

    I wonder though if the amount of players fighting for the 'profitable' tiers is going to end up making the points required impossible obtain without a net loss in rubies as it already is for the top 3 tier.

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    1. The trend is looking that way. More and more of the upper tiers are being filled with players who are dumping more rubies into getting up there, pushing the free PvPers further down. There is a definite threshold after which it is not worth it though, so eventually I expect it will balance itself out. It's going to take some time before all the players in the mad rush realize how much it takes vs. the reward they get. But I'm sure it will happen. We'll all be happier for it.

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    2. As I understand it, you want to run out of the gate at 6:00 JST Monday to distance yourself with the lower ranks as much as possible so you don't end up with matches that net you just 8 points per feather vs. players who are still <1200 points. The more distance you put between you and "the masses" the more of a chance you can stay with the top tier pack and compete against players with similar ranking. If you manage to put enough puts between you and the general masses, the less of a chance you will have to battle against them. It's really tough staying with the top pack. Since 6am JST is the beginning of the day for Asian countries, you can expect to be chasing up the elites for 12-18 hours before players start to go to bed. It's absolutely brutal. I opted out after I saw it happening the first week or two . I like my slumber time. :D

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    3. I think we've passed the 'profit by spending rubies' point this week. If you don't miss a single free feather that's 340 matches, 7 days * 24 hrs * 2 feathers per hr + 5 initial - 1 for final hour.

      If you never lose and manage an average of 15 that's 5100 points. If you sleep uninterrupted you're going to lose ~10 feathers a day, putting your baseline around 4050.

      With 17 hours to go:

      9000+ for top 20 (500 rubies):

      300+ spent minimum, likely 350+ with losses and < 15 average win.
      Add ~70 if they chose to sleep uninterrupted, 370-420 will be a net loss.
      Still maybe 100+ gain over not spending if they had good luck. Of course that net gain could evaporate by tomorrow.

      7200+ for Top 100 (200 rubies):
      175 spent minimum, likely 200+, so a net loss.
      245 likely 300+ with uninterrupted sleep, an even bigger net loss.

      So out of 50,000 ranked players, if you're not targeting that top 3-20 you shouldn't be wasting any rubies buying feathers.

      Oh, and it's really got to suck for the #4 guy who blew a minimum of ~850 rubies, likely 1000+ with less than perfect point average or a few losses to end up with a 500+ ruby net loss. If those were bought, that's a pretty serious loss of cash.

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  2. i already feel those good ol' days. you see, last 2x chance i got a thunder brown and a legend boss: two most desirable ranger back in the days. but now i feel unlucky.
    the power difference between old and new rangers are too much, and i feel sorry for the new players, which, if you don't realize it, can come clean to the maze of illusion without powerful rangers. they just need to add the elite guys with mastered edward/chichi/susu and they alone can finish half of the map already.

    it's dumb, really. where's the fun in that? they need to fix this somehow :(

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    1. one word can be used to explain all that : greed. developers dont care about their game and players but only how to make a quick profit. money is the root of all evil.

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    2. Anonymous get a name and stop whining. You are totally off topic, with your ignorant "money" reasons.

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    3. the devs are not forcing the players to spend in the game, its the players decision to purchase, for free players who gets lucky in their first draw and get a super ranger, it still won't be smooth sailing, you'll still hit some walls where you need to level up your rangers more or upgrade your minerals or collect the treasures. But for those who have money in their pocket its their choice to go for the shortcut not the devs, cause you can get to the end w/out using any money.

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  3. One important change I think deserves highlighting: the introduction of Master rank. Going from 4 combined to 5 combined used to be just another increase in power, proportionate to the previous ranks. Because it now halves cooldown, it radically increases the power of that ranger. Effectively it can double their usefulness, or in the case of very slow cooldown rangers like Edward and Susu, make them viable in stages/battles where they wouldn't otherwise be.

    That change has a significant flow-on effect to the Gacha economy. The chance of getting any individual super ranger is what, about 1% from any given Gacha spin? That's not so bad by itself, because we have multiple super rangers. But the odds of getting five of any given super ranger are astronomically low for someone spending 200 rubies a month (the average freeplay budget.) So Master rangers effectively begin to appear like a very powerful perk for those with deep pockets.

    Now it's a matter of opinion whether that is itself a problem, but I suspect that if cooldowns decreased linearly across each combine, rather than only on the fifth combine, it would reduce the issue of bad Gacha luck creating player frustration. After all, we have to remember: it is entirely possible to play Gacha month after month, using free rubies, and amass nothing but Pews and Xans. This is in contrast to the method used in LIND Wind Runner, where you can eventually combine even the weakest pets or characters into the most powerful ones, so bad luck isn't crippling.

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    1. Sophie, you always have such great insight. I am on board with everything you mentioned. Decreasing the cooldown a bit with each combine is a very good recommendation. As of now, it feels like even having 4 Edwards would not make him very attractive to me at a 38s CD, so I cut my losses and stopped at just 1.

      Funny you mention Wind Runner. When I first started playing Line Rangers I was afraid to combine anything because I was afraid the rangers would turn into some new ranger and I didn't want to make any newbie mistakes combining the wrong ones. It would be neat if we could make something useful out of throwaway rangers like Pew and Duncan.

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    2. I suggested that exact change to Line, for what little that's worth. Cooldown decreasing with each combine max level would just make sense, and lessen the problem of unmastered rangers almost being worthless.

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    3. I love the idea a lot. I remembered when PvP was first introduced, it pained me a lot facing mastered KSMs and Ola Brown, as their cooldown was half of my non-master ones. I spent several hundreds (USD) to finally get the fifth KSM (didn't manage to get mastered Ola, the odds were so low for KSM and Ola - my feeling was that it was harder than getting a Thunder Brown or Sorcerer Cony back in the old days, and those two were ridiculously hard to get already). I doubt Line will change this though, as fetching 5 of the same, rare rangers (mastering a premium ranger) generates a lot of money for then. I read other blogs from Taiwan that those players are spending thousands equivalent in USDs (tens of thousands in their currency) to make sure they have every single premium ranger mastered... e.g. during the Susu event.

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  4. Great Article as always!

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  5. Great data !! But I think LINE Rangers have more about 3 weakness;
    Firstly, Level system is failure.
    When you play others RPG games, you can unlock new system.
    So, when your level increase, it should be more upgrade such as
    when you reach level 60, you can increase rangers to level 80 (5 stars)
    when you reach level 80, you can increase rangers to level 90 (5 stars)
    when you reach level 99, you can increase rangers to level 99 (5 stars)
    and difference of player who diligent and lazy will appear.
    Second, Mix system rangers
    You knew, some rangers are disability for usage such as
    1 star health, splash and balance rangers (and more and more and more)
    If you make the mixture random same LINE let's get rich
    when you mix champion moon master level and pew master level,
    you may get 4 or 5 star ranger for 1 instead.
    I think this system affects to players more lovely.
    Finally, LINE Rangers puzzle.
    LINE rangers can make the special condition for clear stage,
    such as this week if you can use all 1 star rangers and can pass
    the stage 60, you can get 5 rubies.
    or if you use only MOON to clear stage 84, you will recieve 5 rubies, etc.
    ...
    I think three systems that I said it can help to LINE Rangers for pass this crisis.
    ...
    Sorry for my gramma.

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    1. That's a cool idea, linking player level to ranger level max. The leveling system has really become a chore, and I hope that when they expand the max beyond 99 they will take our complaints into account to not make it quite so steep, or at least make the farmable stages on par to make the grind reasonable.
      When LINE let us fill out a survey for recommendations, I wrote that maybe we shouldn't allow players in lower stages access 4 star and 5 star. You don't need 5 star rangers in the first 1-3 areas, right? Maybe at the end of stage 36, unlock the ability to use stronger rangers. And then after clearing stage 60, unlock another set of rangers... that way they're not just mindlessly using Dumpy for example for stage 1 through 108. But I like your idea better.

      Your 2nd and 3rd point are great too. The 3rd one would be cool if they did like an achievement event. Like you said, do stages with certain restrictions and unlock something cool or get rewarded with something nice. I really like it, I think it will keep players busy with something fresh to entertain themselves. Nice!

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    2. Ooh, how about a "Line Ranger Challenge Mode" :O Then you can unlock all the cool stuff you did, and show it off to your friends in the Friend Home screen, too. That might be fun.

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    3. Like Achievements!

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    4. Panicbutton's idea are great !!
      I agree with your idea for block the 4-5 star rangers in 1-3 areas.
      Additional for my idea in pvp mode
      I think LINE rangers should be control maximum of star rangers.
      For example, when you plays in pvp mode, you can use 5 rangers that
      total stars not more than 18 stars.
      My team are
      1 star - GRENN
      3 star - Red BROWN
      4 star - SHU
      5 star - XAN
      5 star - Sorceror CONY
      Gameplay will be more strategies
      and not fight by overpower rangers
      ...
      5 types of rangers may be change coming soon.
      As I known,
      Balance rangers have ATK estimate 10% of HP.
      (I think it's OK but it should use more mineral)
      Speed rangers do not increase mineral when them level-up.
      (I think it's completely OK.)
      Splash rangers are overpowerful.
      (LINE rangers may change stat coming soon for balancing gameplay)
      Health rangers have inability for now.
      (It should call speedy or move quicky)
      Attack rangers are powerful but it should HP equal ATK and attack slowly.
      ...
      I think this game can win by free rangers but so hard for gamers.

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  6. Great game summary. Nice job Panic! your blog has made my life a lot easier these day and I believe it will continue to do so.

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    1. Thanks very much :) I'm happy to hear that you are finding it helpful!

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  7. Nice article, but I didn't see you mention the cheating. I see two types of cheating: those that get unlimited rubies and coins to pay for special feathers and Gacha to get all the latest rangers, and those that use mods to produce rangers quickly, or ranger that seem stronger both dps-wise and health-wise, and perhaps those that cause you lag so that you can't general minerals quickly.

    While some people may be paying huge sums of money to buy rubies, I highly doubt that there are so many rich people out there to warrant the many people at the top of the PvP rankings.

    All this cheating has really ruined the game for me. Although I used to buy rubies whenever they introduced new rangers, I will do so no longer, as it's just not worth it since there's no way you compete fairly against those cheaters.

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    1. It's possible that there are cheats that give the player mod'ed rangers for no cooldown and unlimited mineral, but I am quite sure any cheats would be client-side only and therefore could not possibly cause you to lag when you battle in Team Battle. You are not battling a live person, just the computer controlling someone's team. I've experienced lag at the start of the battle before, and that seems unrelated to who your opponent is, more to do with client to server latency.

      I haven't seen unlimited rubies/coins in action personally. I have looked at some of the game code and it seems unlikely that they can get unlimited rubies. I have seen a mod that changes the Gacha panel to display the cost of 0 rubies but last I heard of this, the Gacha did not actually function, so I doubt that people are successfully able to get the premium rangers for free. Correct me if you know for sure otherwise.

      It is of small consolation either way. Cheats ruin the integrity of the competition. I didn't like it at all, but once I decided for myself that I wouldn't take the weekly ladder so seriously, I didn't let the cheating bother me so much. If I want the new rangers, it's because I just want the new rangers and I want to play with the latest and greatest. I've always been more concerned with the classic single player mode, and if I believe the new rangers would be fun to play with in new challenging areas, then I'll pay to play Gacha. This is just my way of thinking about it. I still don't like the cheaters, don't get me wrong. But I realize they are being dealt with on a case by case basis and it is like playing whack-a-mole weeding these baddies out. I just opt to play the game in a way that doesn't let them ruin my fun too much. Not everyone will see it the same way, and I respect that.

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    2. i agree with panic about the ruby hack... i believe there is no such thing, since those rubies are controlled from the server... now about the gacha and reward after you clear a stage is another matter... i found out from a friend that he found a hack in a chinese forum that can slow down the clearbonus wheel and also a hack for gacha so you can get mostly 5 stars...

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  8. I hope for further stages, Line will develop new idea. Example..after stage 132, there will be stages 133a (right path) and 133b (left path), and user need to choose 133a or 133b for next journey to rescue sally. If player already choose "b" path, player will never go back. *dont bother...just some idea that i want it happen in the game hahaha...

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  9. I think Team Battle Reward should be given depend on how much ratio you are in, for ex:
    + 0 - 0.01% (Top Rankers): 1000 rubies.
    + 0.01% - 0.05%: 500 rubies
    + 0.05% - 2.00%: 400 rubies.
    + ... and so on.

    And player only allow to bring in battle with total limited maximum rangers' star as the guy above mentioned. In case of me 20 is the best.

    Beside Team Battle, the Endless score of each player is one of the most important thing, and It should be rewarded every week by ratio ranking.The Team Battle Score, it couldn't indicate how far does someone get stronger time by time, but the Endless Mode Score could do it. Everyone will be happy when they know how good they are now after millions of time played hard.

    If they do like that, everyone will be happy to k

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  10. Control 20 stars for battle mode I think OK but some players
    may send 4 rangers only instead.
    Prince JAMES, Rider EDWARD, SUSU and CHICHI.
    They are so scary to all players 555+

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  11. for the last 3 weeks i hardly lose in team battle.. probably 1 or 2 times top each week with my current line up..
    these 3 days of team battle has caused me about 5 times loses.. i wonder if they change the percentage of damage applies in team battle, or the new rangers are really owning old rangers even they are not mastered..

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    1. I bet they did. I never complain about gacha or any new premium rangers... but i really do hate that the dev change the stat of the rangers and damage applies in battle constantly... the really can't make up their mind.

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  12. Personally, in Team Battle, I'm getting frustrated there are some steps with extremly hard opponents I fail few times to pass. I don't have any MPremium Rangers, and I use only a 65 Prince James as Premium, but I face teams with 4/5MPremium Rangers, I can't handle anything, and I tried, a lot. I just give up at this time.

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    1. Most of the time when I buy special feathers, got to match with those with M.Premium rangers too. FRUSTRATING!!

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  13. Now I just target for top 5000-10000 rank only
    It is the wisest position for free player that do not want to spend ruby to buy feather
    What I am disappointed is the fact that now so many players use mode and they never lose. Usually with my mastered premium ranger, two weeks ago I will sit at top 2000-5000, because player that do not have master premium ranger will lose the match

    But now with so many players use mod, even using free rangers like ryan, they will still win the match and never lose. How sad it is... That also make me do not want to spend anymore money to buy rubies in this game. At least until there is good reason to do so.

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    1. I am with you. In PvP, Xan and masked moon may be able to climb to rank 10000 or so, if played by an experienced player with strategies. But come on, when I saw those one stars and Ryan's on PvP, I get so frustrated as there must be mod/cheating involved. It also makes me giving up spending rubies on special feathers.

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    2. You're playing against the computer in team battle. Any hacking the player may be doing would have no effect.

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    3. The point is not that. The cheaters using mods never lose to computer in team battle - they can ignore mineral production rate and other rules (no cooldown), whereas normal players sometimes lose to computer. As a result, the cheaters get the points and reach high ranks (and subsequently ruby rewards) which they otherwise cannot achieve nor deserve. That was why the cheaters ruin the experience for all, and cause Shuy1n and Anonymous to lose the incentive to buy rubies/special feathers.

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  14. Panic i just share with Cherina Lvl 60 and Lvl 30++ and a few lvl 99 Friend you can get Too 114 (IMake it with only Cherina And sometime ola but cherina is more useful) i hope ican clear Slyscrapper with cherina :)

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    1. That was my 2nd id Please add him : dtair Need strong support haha :)
      My first id is stuck in 125 i just beat 124 lol Add that too samuelyo222 thx panic

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  15. Great article as always.

    I agree with all the fantastic ideas all of you pointed out. They would improve so much this game.

    And I know that I've said this many times already, but I must insist until someone at Line reads me and understands that GACHA SHOULD NEVER GIVE US WHATEVER RANGERS WE ALREADY HAVE MASTERED. That's the most important change they should make, period.

    Just take a look at the way Pets in Cookie Run work (exactly in the way I'm talking about). Why? It's very simple, actually. As the number of different rangers increases, the odds of getting the newest ones get even more ridiculous. Of course, that may force people to spend more, but I think exactly the opposite. If the system was more fair, more people would spend, and it's clear for me that most big spenders will stop wasting their money eventually because the cash needed to master the new additions to the game will become more and more astronomic month after month.

    Besides, the rewards in both XP and coins for clearing stages in the highest areas are ridiculous. Grinding is boring. It's not funny. It SUCKS.

    And, remember, as I just said in another article, there are 17 1* rangers, not only 16 ;)

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  16. i already finished all 132 level and i am on level 86
    i arrived at ice level with no 5 star rangers and from there i get sol and battle all the way through fire level
    i get 5 star ranger such as dkb and dwight starting from castle in the sky
    really enjoy this game very much and this blog makes my life easier

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  17. Quick question: Is there an upper limit to what you can earn from Endless Mode? It seems that once I get past 1,000,000 points, the gold tops out at 4800, and the character experience at 9600 (which can be EXP boosted, I think), regardless of how far I go past this threshold.
    Separate issue: I am a bit concerned about the character inflation I'm seeing. I was really stuck at 124 until I got a master-level Chichi. With her and either SonCo or Shu, even 128 becomes completely farm-able (if a bit tedious to do so - you can't go auto - still, it's worth it if you want to piggy-back 3 other characters without even using them). Her CD might be just enough for a skilled player to deal with her in PVP, but it's not her specifically that has me concerned, other than as an example. Her DPS is greater than Dumpy's, her HP are superior to everyone, and her expense really isn't that bad (especially for those who had been using Bernard regularly). My concern is this: What will the NEXT batch be like?
    Oh, and I would be remiss not to say: Wonderful article. Your blog has always been so helpful, and I wish you continued success.

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    1. Yes, as for today, the maximum score you'll get in endless mode is 4,800 points and 9,600 XP.

      About your separate issue, I agree. This game gets more annoyingly unbalanced and nonsensical with each new update. They're ruining it, IMHO. Specially for new players that can go up to stage 120 using lv60 Cherina alone, being absolutely clueless about how the heck is this thing supposed to be played... And, of course, enjoyed.

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