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**********Xarly said:Hi everyone,
Will now answer some of your notes made recently:The reason those levels are reworked is because a team of level designers is looking at the experience of new players and is improving their journey and making sure their experience is optimised. The fact that you are a high level player does not mean other players are not. You are only capable of seeing the reality from your scope and you keep taking that as the ultimate truth of what's happening. There are millions of other experiences out there that you are completely disregarding. As of today, Soda receives thousands of new players every day, so it's important that we make sure our content is up to date and exciting for them (and our numbers show it is working, which is great).candysodacrusher said:@Kathy_Shattuck and @Dirty_Nurse. Holy Guacamole! They didn’t just change them, they CHANGED them!
Why???????Those stats you are seeing are a small new addition that a team has added. They asked me recently to check on the community perception of it, so your feedback will be sent their way. I plan on creating a thread about this soon to actually gather a general feeling for it. It's a small addition to add for the player to be able to see their own stats and also another addition so that they can check how they perform compared to others.Kathy_Shattuck said:I kept playing to see how many levels were changed. The first 29 are totally different now, 30 goes back to normal. Also, why did they add the "stats"screen after every level played?? It doesn't add anything to the game, it's not like you get a reward if you beat your old stats. It's just another weird change to this game that I don't think anyone wanted or needed.Dirty_Nurse said:If you look at other review/comment platforms you’ll see that on each one players like us have nothing but bad things to say about these various “team” features. Nobody has yet said how much they enjoy the Farce or being part of a “team” made of cpu-generated “teammates” in any of the various platforms that I have seen though to be fair I probably only have viewed a very small portion. The Farce, in particular, has been going on since I think February and I don’t think a thing was done to change it even with literally THOUSANDS of negative posts/comments/reviews/etc...disappointedbyking said:the problem is that out of millions of people, we are ... 20? criticizing. The silence of most players is frightening!
Trust me, they have received far more negativity than from just us here, they simply choose to ignore it for some reason. I hope they lose a lot of players because of these poor changes they have been making lately
If you all would like to open a thread to discuss the feature, that would be great. I would appreciate if we stuck to feedback on the Soda Squad here, as it makes my job (and the Studio when looking through) easier.
Cheers,
Xarly
Since this was based on what the data was showing, my comment is based on that (and I have A LOT of experience with data). First, data is objective and interpretation of data can be subjective. In other words, in some cases data can be interpreted to show the results you want it to show. Second, data isn’t always capable of showing the whole picture as it can’t always account for the human element. By this I mean that data can tell you that a player spent x minutes in the game, but it can’t tell you WHY the player disengaged. So to account for the human element, you add polling or surveys. Well, that doesn’t always give an accurate picture either. Just ask anyone about the polling for the 2016 U.S. Presidential election. 😉 Specifically regarding the Quests, is it possible that newer players who were at levels that really don’t require boosters (where I assume there are a larger number of players) were the ones not claiming them and that the players at the upper levels of the game (where there are also fewer players, I assume) were the ones collecting them? I know I still try to play levels without using boosters and when I was at the lower levels of the game, I seldom used them, even if it meant I had to play a particular level multiple times, for multiple days. For me, it was the challenge of beating the level without help. Data might show that I did or did not use a booster to win a level, but it wouldn’t show tell you that it was about challenging myself. The removal of the Quests seems to be a source of frustration for veteran players. For the newcomers who never hand them, well. They won’t know the difference.
Example: Lab Rats. With all the testing of new features and features coming and going, I’m starting to feel like a lab rat, rather than a game player. I completely and totally understand the necessity for this, and appreciate the effort that goes into making features work as intended, but that doesn’t mean that it isn’t at times frustrating. For example, I had a very short time period this afternoon during which I was playing the game. I was pleasantly surprised to see that ads were back offering me additional moves in exchange for watching a video, and for the first time, offered a booster to start the level in exchange for watching an ad. Wow! This is awesome! As I said I had a very short time in which to play (like less than 10 minutes) so, while I did watch a video to get the booster to start the level, I never took advantage of the video to get the extra moves. The data will show that I was active for X minutes, but it won’t show that I disengaged because I need to be somewhere at a specific time. The data will show that I watched a video to get a booster to start the game, but it won’t show that I was disappointed that it turned out to be a different booster than the one I thought I thought I was getting (apparently it rotates between a coloring ball, a color bomb, and a double fish). The data will show that I did not watch a video to get the extra moves, but it won’t show that the reason I didn’t do that was because I was never close enough to completing the level with the amount of moves I felt I would be given (to be perfectly honest, I don’t think 100 moves would have done it). Then, to my frustration, when I returned home and was able to play for a longer period, the ads were gone.
To sum this all up, I am reminded of an old camp song:
“Make new friends, but keep the old
one is silver and the other gold.
To paraphrase that in terms of the game:
”Acquire new players, but keep the old
one is silver and the other gold.
Thanks for reading. Sorry this was so long.
BGH is usually pretty kind to me, but not this week. I must have done something to irritate the Bubblegum Troll. 😁disappointedbyking said:well, it is a way too show us they control the game. I'm stuck on an impossible not hard level... I'll have to wait for good algorithms! Really not fun.
And BGH is too hard.
I agree—I don’t think there is any intent to disengage the long-term players.Clover_7 said:Thank you for your well thought out response to @Xarly comments @candysodacrusher. It can sometimes be difficult to see things from the perspective of new players when that was a long time ago for you (I certainly haven’t been called a veteran before ).
I understand that the studio need to keep the game fresh to attract new players, but, does it really need to alienate the long time players at the same time? This forum particularly seems to value and appreciate the knowledge of experienced players.
The conclusion here seems to be that it is the ‘veterans’ who are really suffering the effects of the recent changes. They are on levels that need the boosters that we are no longer able to earn, they have fewer levels available to participate in Soda Squad or MTF, or just to have stuff to do in the game.
I would like to think that the changes were not intentionally meant to get rid of the older players and is an unfortunate consequence.
With this and @candysodacrusher comments in mind (and I do realise we don’t actually have any say). I’m interested in what others think would resolve this? Personally, I think having the Quest’s or something similar that ‘unlocks’ at a higher level of the game would be a good solution.