Let’s say, hypothetically, I want to level up my She-Hulk for this event. She’s at 3/5/3 and caps out at 140. Now, it offers to let me level her up to 132 for 82k ISO8. I don’t have 82k ISO8. I have no interest in purchasing ISO8. What I do have, however (in this hypothetical), is 60k ISO8, which is:
A) Enough to get her pretty decently high
B) Incredibly annoying to give to her level by level
Seriously, I could be sitting here for half an hour just repressing and holding a button every two seconds. This isn’t exactly uncommon - whenever a character I haven’t spent much ISO on gets an event, I get a buncha new covers and usually want to drop some ISO into them so that my team’s third member isn’t a complete waste of space. And it can take ages. I spent quite a long time leveling Magneto from level 90 to level 130 the other day, lemme tell ya! Also, an added bonus: this helps showcase just how shitty a deal the ISO-8 packs are. Oh, why won’t it go up to level 140? Because my ISO + the largest ISO pack doesn’t get me to 140. That is, what I have now plus $100 doesn’t land me max level. Yeah, I think I’m gonna pass, thanks.
Seriously, this implementation is BS. Just let us throw chunks at a time at them. Or at least make the level slider not take several seconds to go up at high levels.
I agree, it is not user friendly and I rarely use it as I have five decent 166 level 3s and rarely want to max level the remaining 3s but instead build them up a bit so they are useful in a particular event.
The amount of iso given as available to level is also typically more than you have and by clicking on this it gives the devs a chance to sell you the iso balance - so this is as much a selling opportunity for them as it is a convenience option for the player
Careful… if you mention that something is designed to get people to spend more money on the game, someone will yell conspiracy theory!
Anyway, the reason that it’s designed this way is to try and get you to spend more money on the game. Another example of how money trumps player experience in terms of priority.
Ironically, what it does instead is showcase what a terrible value for money the Iso-8 purchases are. Yes, if I spend a hundred freaking dollars I can get this one character half the way to the level cap! Then I’ll only have 19 and a half more people to max!
Also, it’d be interesting to see if there’s any data on how many people purposefully part-level characters (by only holding down the button until the ISO bar to the next level is only partway full); as there’s no benefit at all for doing so, I’d argue that the mechanic itself isn’t practical and the button should instead just level the character up by 1.
In a universe where you want to monetize on items that are clearly pay-to-win / pay-to-progress, but at the same time want to advocate that your game is not pay-to-win. The argument being that it’s too expensive to afford a full upgrade, so no-one is ever going to pay for the full fast-track. (To some people this is actually a sane argument; the poor souls…)
I manually put 80 levels on xforce (100-180) in one spending spree during the anniversary week event and it took maybe 5 minutes, and I doubt even that long. A little annoying, sure, but there is no scenario in the game where you’re spending half an hour leveling a character.
Current implementation is very dull, and I think nobody is using it until you have the iso to level it until the end (without buying iso). As it is right now, it is not useful and I really doubt nobody is spending more money in iso just because you can see where this money can get you (iso is so overpriced that it will probably do the opposite and advice people against buying it).
It’s an artifact of how the leveling system used to work way back when there were 50 covers per character instead of 13. The scalars are still in place so that each of the 50 milestones change the abilities, but they’re now spread across 50/94/166/270 milestones instead. Most of the time, you never notice this anyway since rounding on the ability numbers means that the next scaled milestone takes care of the change. Sometimes though, it doesn’t intersect with one or the other, so you get +1 damage on something midway through a level.
Agree… and the +10 seems like it would give the devs the “buy Iso” pop-up that would be much more likely to be purchased by some one who has a little short of 10 levels saved up. Smaller, more reasonable cost = more impulse buys…right…