Thanks for all the replies! I’m glad we’re able to talk through this - I enjoy being here on the forums working with the player community! Here’s some more info that I hope will be helpful for future conversations.
“money grabbing”, “lazy devs”, “the company doesn’t care”, “PerBlue doesn’t listen and only cares about money”, “my posts are hidden just because they don’t want to hear what I have to say”, “scammers”, “greedy” etc.
These types of statements are what I’m talking about. None of those things are true, and I’ve refuted them many, many times. Yes, players are customers who are using our server, but that doesn’t give players the right to say whatever they want about PerBlue and use us as a punching bag.
PerBlue just celebrated it’s 10 year anniversary, and the things we celebrate are the fun experiences in our games, they ways we try to improve player experiences to add more fun and less grind, trying out new technologies and platforms, and the great experiences we have working together. We want to create games that are fun, and that appeal to a wide audience. Not everyone will like every aspect of our game, but there’s usually something that a player will love to do that keeps them coming back.
We do make changes based on player feedback, but we also have a roadmap and a plan for future development. When player feedback is counter to our goals or the health of the game, it won’t be implemented.
Now, back on topic - the drop rate for raids is identical to that if a battle was fought with Heroes in the elite campaign. The only difference is the bonus XP that’s dropped. The server calculates how much XP the heroes would have earned fighting the battle, and then drops XP drinks to grant that amount (or close to it, rounded up). The team keeps an eye on player progression and the rate that hero chips are collected from the elite campaign. The data is very important to us. Sometimes player feedback doesn’t match what the data shows.