S.H.I.E.L.D Daily Resupply rewards have been updated! Veteran players will now begin to see additional rewards in their daily resupply rotation.
More details are listed below:
Players will continue to earn specific rewards on key days
Players will continue to earn from a pool of other potential rewards on other days. These pools are based on how long they have been playing, as shown below:
Very nice news! I wouldn’t mind seeing a Day 1460+ update as well. While I’m sure the 4+ year player base is small, it would be a nice way to say thank you and keep us excited.
This IS an improvement, and boy howdy will I be glad to never pull another stupid Standard token from the Resupply, but this feels like the thing you announce before you announce an overhaul of the pre-planned rewards.
Go back in and add some covers, the “one 4* every 15 days and you cycle through all three powers of a single character before changing characters” thing is rad, and should start before you’re two years in. Same with the “5* every 90 days”. There are 12 5*s in the resupply at the 90 day mark (cycling through the characters, not counting the two or maybe three extra covers on the year anniversary marks), but 28 in the game. Maybe speed them up a tad the further you get into it?
This overall plan of “Play for a year, rewards get better” is fantastic, but there should be more significant improvements. Someone gets close to their first year, and gets 3 Devil Dino covers, and it looks exciting, but then the rest of the fanfare is “from now on when you get health packs you get two more.” There should be something more exciting to tell people so they can look forward to it.
Oh, and not putting in Supports or Tokens for them at all is a huge swing and a miss.
Thanks for the update, it is 100% an improvement, but I’d like to send it back to the kitchen because it’s not done cooking yet.
The only change I care about (and it’s about time), is that I won’t see Standard Tokens in my Resupply anymore. So that’s nice. >shrug<
Look, I don’t mean to be ungrateful, and the changes are better than a kick to the head, but the lack of any increase in HP, CP, ISO, RISO, Covers, or Supports, makes this update underwhelming.
I’m suprised there was no increase to ISO or HP. Super glad they didn’t throw red iso or support tokens in there. Last thing I was is a reward more useless to me than the boosts.
Thanks for the change even if is on the small side.
This is good, and appreciated, but @Brigby, is there any update planned to the obtainable cover rewards for longtime players? I’m coming up on day 1750, and certainly some folks are already past it, and the fact that the covers seem to be repeating from the very beginning of the cycle (4* Wolverine cover for day 1750… um. Yay?) is a bit of a bummer.
Today I hit day 1800. A sad fact I know. Would be nice to have something to help my addiction to this game. Though I am happy to say goodby to those standard tokens, the changes listed could have be shrunk as most of it is redundant.
I just had a productive discussion on Discord and I was encouraged to write my conclusions here.
I feel that this improvement is underwhelming. We’ve been asking for this for years and when it finally came, it barely constitutes an improvement: we’re talking that 2 out of the 5 random rewards were “improved” and only minimally between Day 1 players and 3+ years players.
Now, I understand that the Daily Resupply Reward is not intended to make players rich or to constitute a significant and reliable source of in-game income. Make these rewards a bit too good and you trivialise the rewards that you get from actually playing the games. So what, then, is the point of these daily rewards? It is to incentivise daily engagement, which is vital for the continued existence of the game and also, rewarding the loyalty of players who have committed for a long time. The daily rewards as they existed were failing at these implied purposes and the improvement is an almost unnoticeable blip from the point of view of players, especially at higher levels of engagement (i.e. the more valuable players to you).
And that’s what this boils down to: A matter of perception. We don’t need to be receiving 5* covers every other day or anything of the sort, but we should be getting rewards that attest how far we’ve come. That we, long-standing players are appreciated in this regard at least somewhat more than players who just started the game. In game design, this is called generating “feel-good” moments: small things which value lies in the way they are perceived, without having to break the bank for them.
A few ways to address and improve this:
Every type of random reward should be increased at every “tier” of involvement, even if minutely. You want players that have come further than others feel a bit more appreciated whenever they open a reward. So even if it’s 50-100 iso between each “tier”, you get the sense of progression, and by the highest tier, the difference compared with the lowest tier is significant (e.g. twice as much!) Regardings tokens, I feel that 3+ year players should be getting heroics, so it’s two “levels” removed from the tokens Day 1 players get. It’s not as though they’re massively better than elite tokens, other than the tiny chance of 4*s.
Another way to do this is by increasing ranges of reward. That way you establish a base that’s been set according to what the game economy needs, but from time to time, players can get lucky, and the more they have played, the luckier they can get. That way, you replace a dismal expectation of “ugh the same useless reward I’ve been getting from day 1” to a tiny little game of lottery in which even the worst result is welcome. (e.g. Day 1 players can get 250-500 iso or 50 HP, but 3+ year players can get 250-2000 iso or 50-200 HP).
The game could further difference between novice and advanced players by increasing the range of rewards given. For example, a Day 1 player doesn’t really need much more than iso, hp and standard tokens. Higher tiers could start getting boosts and health packs. Then, at the top level, we could also get Riso and Cp (in minute quantities, again, this is about optics and feelings, not about accumulating wealth).
Instead of following the rather arbitrary time milestones, the increment in rewards could come from an in-game logical SCL progression. SCL already exists to acknowledge that the more dedicated players both deserve better rewards and experience higher in-game costs. Daily resupply becomes, then, further encouragement to commit and strive to reach even higher. Another positive aspect of this, is that it would allow to better target the “fixed” rewards that come every so many days (bundles of CP, specific covers, etc) to the actual station of that player in the game.
Any update is appreciated.
But this is as close to a non-update as it gets.
Seriously, anyone who stays with a F2P game for more than a year should NOT get standard tokens.
After a year they should be very deep into the 3* tier, so they should get heroics.
Past year 2 you should get more - say, 3 heroics?
Anyone past year 3 should be cherished and get something special - I don’t know what, but it certainly isn’t elite tokens.
And come on, your implementation of Supports continues to boggle the mind.
Did you really forget about them again when updating the supply?
No red iso?
Not even beginner support tokens?
No comment on the 4* covers starting over from scratch?
No comment on the laughable 90 day interval for 5* covers?
I was wondering why you didn’t communicate a positive change like the improved daily drops - after seeing the actual changes spelled out, I know why you didn’t communicate it ahead of time.
Comparison to Marvel Strike Force:
Monthly updates, changing/buffing multiple characters, adding features, and introducing new characters
Daily rewards that affect multiple aspects of your roster
Errors on their end are generously compensated
Continuously updated story modes, new events
Alliance play that actually requires daily communication
I played Marvel Strike Force a little bit after it was released and stopped playing it last month, due to not being able to fully put all my time into it since MPQ is my full time game. I also got bored of it. Besides that I agree with all your points except the Alliance part. You did not need to communicate daily. My alliance did Raids daily and sometimes 2 a day depending if they had the special ones up and no one had to chat to coordinate them. Only 1 time a member had to say something, because people were finishing off someone else’s line of missions instead of completing the ones that were not done yet. Since 100% completion gives you more rewards everyone usually would choose different lines of missions to complete in Alliance Raids.
In MPQ its the same thing really, as long as everyone participates in the Boss then no communication is needed unless it’s to motivate or congratulate the Alliance or members. It all depends on what kind of alliance your in.
Don’t forget the massive amount of in game communications about every little aspect. Compare to mpq, when a massively requested item (overhauling daily rewards) is live in game almost two days before announcement on forum, with no in-game message.
And generous compensation at msf is an understatement. I cant tell you how many times i logged in to all sorts of good stuff due to something weird that literally did not affect me.