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VolvoxGlobator

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Everything posted by VolvoxGlobator

  1. But it is the fact that you have no chance with lets say 10 lvl deck vs something like 60 or even 120 you can see sometimes. Prebuild decks will solve that. They will also ruin the market for those cards included in them but whatever.
  2. That was my point (using myself as an example) People dont need gaming laptop nowadays anymore to be able enjoy most of the games. This time is long gone.
  3. I didnt buy it for gaming, it was cheap buyout of laptop from my employer, so why not take it. End hey, it runs Battleforge just fine! I do not have any gaming laptop. Only old "gaming" PC, now 12 years old. Also without 1080p screen. (which I used to play Battleforge as well) I am not sure I understand the notion why people should have gaming laptops to enjoy Battleforge. Not all players are hardcore. Some are, you know, casual.
  4. Here you have one - my laptop doesnt have 1080p screen. And you have just random reader in one random thread.
  5. actually, you are almost right - that income is only from the reserve and daily. So rewards are not included.
  6. Quite interesting is to observe the tail of the data. It seems that at the most richmost-end there are more opened boosters than earned BFP. There are only 38 players with 5000+ earning, yet there are 143 players who opened 14+ boosters ( 5000/350 is just above 14. And I am assuming the discount for every booster - not possible, but just to be on the safe side) so there are approx. 100 players who either eat through their BFP reserves or have some pretty good income from trading :-D EAT THE RICH
  7. This is amazing, we can speculate as much as we want, but all what matters is data. Thanks for the input! Anymore interesting numbers you might throw in?
  8. It would be interesting to see how many boosters are opened per week now vs with old system (normalized per play time)
  9. It would be cool to have some - even simple (but with some nice graphics) landing site - rather than current forum Few links is all what is needed there - how to start playing right now (leading to forum post) - release date (leading to forum post) - forum (leading to forums) The current experience of newcomer is very confusing - you can tell by various questions on discord (end even above here) how to join the game, when can I play etc.
  10. The effect will be of similar kind, but stronger, as with 3000BFP code with original game - you got some default cards, like Shaman. Everyone had them, (well, at least one of those) so the demand and price was much smaller.
  11. Oh, Discord is nightmare for such stuff... perhaps a little bit slower paced discussions on the balancing server are manageble, but all it takes two guys straying a little bit off topic and you got 4 pages worth of random talk. While I personally like reddit, I dont think that it is good platform for balancing discussions. The topics fade away too quickly. Honestly, this forum is probably best out of main platforms... The worst one is obviously ingame chat :-D
  12. this is a great overview of the Battleforge economy. The real question is how to "calibrate" or adjust the system. You have offered several proposals, but maybe it is up to devs to tell what can be done easily vs what is difficult to implement. I really like artificial ceilings for all cards by them being available on the market separately, but I suspect this is not an easy change? Personally, I would propose to focus on new player experience rather on endgame sinks (as such a long term players who own everything usually find some non-economy aspect of the game interesting, e.g. PvP ladder). I dont want to say that they are not relevant, but new players are more numerous and also - will be the much prevailing demographic after the reset for quite some time. The current adjustment of the reward system has slowed the progression of new players by two effects - less BFP awarded and the fact that people tend to not convert BFP to boosters, thus heading to market and inflating the prices and making the game even slower for them - probably opposite of what was the original intention? Based on Discord there are some actions in preparation - maybe it might be interesting to get your opinion about those. - fully upgraded PvP decks - to me it this really feels quite unsystematic, it will increase the spread between the cheap and expensive cards even more. As it will render some portion of the booster drop not interesting (every player will have them fully charged), therefore people collecting the remaining cards, which will push the price more higher. So if you happen to like some another deck than you will have to spend much more time to build it - Adjustment of card charges system (e.g. from 3-3-3-3 to 6-3-2-1 or whatever, I do not remember exact numbers). This is quite interesting, because this will reduce the demand for cards and will therefore push the price of all cards lower. Plus making the experience better for new players. What it might cause (for some) is weak feel of progression in (late)mid game. I personally have never liked the charges mechanic anyway, it really feels more like USD sink than anything else.
  13. It should be noted that proce of the boosters has to be compared to the earnings. If earnings went down by half (for certain type of the players at least) then 100 bfp discount does not compensate at all. (not even considering difficulty in acquiring the discount for some)
  14. I would go even further and say that for the sake of discussion we can totally ignore market. Both today situation, past or future. Market is en equalization tool. If booster becomes worth it, people will start buying boosters instead, with excess selling on the market, driving market prices down. If effective booster price will decerease too much, people will buy off the market, driving the prices up. Eventually ending in some sort of steady state. But for the reward system this is mostly irrelevant. Important thing is how the system is defined regardless the market. And this is quite simple -> how many boosters can I afford per time spent ingame. Current changes have increased the needed time to get new cards - and this is all what matters. Current change also (please correct me if I am wrong) wanted to equalize a little bit difference between very active and not so active players, which I personally approve. But everyone will have less "boosters per minute" than the placeholder system. I think that this is a pity, because it is not fun to play Battleforge without the cards. Damo's calculations quite nicely illustrate the issue. 3 (probably very good PvE decks) is reasonable variety to play with. But also PvP deck is an adition. and non Battleground PvE decks adds additional time requirements. Please, dont make this game more grindy.... On a personal note, I have also enjoyed opening the booster after 30 mins of play and 30 mins of time is much easier for me to find than 60+ minutes...
  15. Hello everyone, is it intended property of the system, that 10 minutes of the play (e.g. PvP) gives different amount of BFP from reserve? Talking only about the part of rewards which goes from the continously added BFP, not the daily bonus nor transfered daily bonus. Putting the formula into excel yields various rewards per same play time. This means, that it motivates* people to not to play, until the reserve is high enough. Assume we define optimum as least time played to get max BFP. Then optimal "controller" would play only when the reserve is almost full, play a few mins and then stop. Wait for refill and repeat. Just looking into this table it would spend roughly 10x less in game yet earn same BFP compared to someone who "operates" with empty reserve. And even "more less" compared to someone who just plays nonstop What is the motivation behind this nonlinearity? Please note, that I for sure wont be able to be much active, so this system actually benefits me personally, but it really feels odd, that rewards is proportional to current state of the reserve, rather than just time played (assuming sufficient amount of BFP is stored) *again, only with respect to reserve reward part of the system
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