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flergon

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  1. hello Kaliber from the vast majority of the games i play/played that have hard corrency ( and yes bfp are still "hard-corrency" ) the best way to keep the market busy and healthy is to sell/destroy for the same corrency just for the fact that with this you give a minimum price tag for each card (rarety based) and incentive players to buy booster on long term because at least they know that the booster in the worst case scenario you can just have some cash back . Another thing is the action house system. As there is no currency lost in the process of sell cards (sell and put in auction) the inflacion will inflate the prices to infinity just for the simple fact that the amount of bfp available with time will only go up with time as you dont have a way to remove bfps from the system the system have their own "dead" timed. Just annother thing i have worked on some "developer/retailer" of f2p games where there are alot of studys about gaming macroeconomics spetialy in the early 2006 to 2012 . there is no perfect solution but the system as it is/was have several big flaw that a think I have enlighted some of the more inportat ones. " sorry for my misspeling english is not my native language"
  2. this type of feature should had been implemented in the retail version ! In terms macroeconomics only with this feature the market can be keeped healthy! lowering the "good" cards and keeping some value in less used cards because at least they can be desed. and de des should guive a fixed amount of bfp based on rarity only . The lack of this kind of system has one of the major things that kiled the reveneu of the retail game and leaded to the close.
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