@TheGrillFather
Some feedback and perspective
I’ve just returned to playing DHBM after a 2 year observation period. I’ve always been analytical with badging and farming meticulously for the hidden badges that weren’t advertised etc… I say that because in my return, I realize it just isn’t feasible to do that anymore with the crafting density and number of badges required with the original crafting design still being in place. And won’t kick the already dead horse around power crafting. There are too many factors being processed in a single click. It’s that simple.
I am happy with many of the enhancements and quality of life improvements which is why I’ve decided to play again. That being said, I want to give my opinion on a simple solution to the crafting system.
As we currently see new ranks there are 1-2 new badges introduced that are fixed for each new district. These badges are of that ranks color*.
Other badges within that rank require sourcing from prior districts that may go back as far as a blue badge for example. Say the peach. It’s the most common. This is where the majority of our latency is coming from.
The “simple fix” is to change the required badge trees for the ranks and reduce the number of ranks between each “color” and making each rank have its own fixed badge pool. You can use Base16 for the ranks and add these colors to the HUB. All prior ranks can be stretched across the introduction and City Map as they aren’t as dense.
Example:
purple0-purple15, orange0-orange15,
yellow0-yellow15, red0- red15, emerald0-emerald15
Using Base16 here. This is 400 levels worth of Ranks. Each color would start with a fresh set of badges as a foundation for that rank color. Each following rank would add 1-2 new base badges(same as we currently do) and then use the prior ranks badges to build new stronger badges. This badge pool can stack as each new rank is added until the end of that color cycle. Stamina cost will be rebalanced as you can establish a new base cost for each rank color. It will also reduce the lag exponentially as the source of each badge will be limited to a factor of 16.
This is short math and I’m not a programmer nor do I know the current base code used in the game so please take this as feedback from an analytical perspective and as an idea if anything towards the future development of QOL improvements.
I have been a massive contributor to this game since the beginning and I personally want to see it last another 5 years. Clash of clans can do it. I know Disney Heroes BM can do it.
Three last points from the peanut gallery-
prize wall is a huge part of the game. I believe in balance. IF this is to be removed, (which I don’t personally want) please see that the loss of resources isn’t felt by the community. The goal should be to retain the player base. Especially during times of change. Which brings me to the next point.
New Heroes every 8 weeks-
I think this may be a tough one… 6.5 heroes next year is painful when thinking about the current open franchises and the previous frequency of hero releases. As a business owner I have to manage risks myself and always remember that without clients, I have no business. If I’m not consistent and active in my business, I have no clients. Regarding Disney Heroes, there is already a culture established and expectations have been set at a monthly frequency. Previously heroes were released at 3 per month. Granted, that may have been full speed but the train can’t stop. Going from 30+ heroes per year to 12 and now within the same year an announcement is made that it’ll be reduced to 6 next year. That is alarming and somewhat discouraging. I’ll add that I do understand why… the need to correct major issues. But which is greater if you risk losing what little clientele are left? There needs to be priority and I know the team knows that but I’m reiterating it.
My last point is an idea for the future as you mention the current games and relevance. The campaign is for farming badges and small amounts of gold and exp (by the way, let me sell ALL of my exp potions… don’t put a cap on things like that. Just make your people happy and give them water.) But to my point the new game mode y’all are talking about? Let us farm the rare stuff like mod components. UP the difficulty and maybe make it twice the stamina as regular campaign but weekly capped invasion rewards that rotate are terrible. I have to wait a month before I can get enough to upgrade 1 level 4 mod… I have 200 heroes that need Mods… same for patches and battle badge fragments- add them too. New and returning players like myself shouldn’t have this issue with facing the paywall in order to get mods and patch levels.
I hope this can be received as constructive. I appreciate your time and attention. Thanks for all you and the team are doing to make the game what it is and what it will hopefully become.