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TheSilverlost

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Posts posted by TheSilverlost

  1. I totally agree with @ItsChon

     

    And also slowing down the reward by playing, is also bad. Yeah some people will go faster. And what, they play. If you can't play, you will not go as fast as them. it's simple as that.
    And slowing down reward also rekt the NPE (New player experience), because the new player, he wasn't here day one...

     

    5 hours ago, bazzacah said:

    Well actually there were 3 currency. 1. BFP to buy cards, 2. Gold the fee to upgrade a card and 3. the tokens which you could use to buy upgrades (if you were too unlucky to get the upgrades as reward from maps which you needed). The 3rd doesn't really count and wasn't mentioned so far and is not important. Gold is actually only needed to upgrade and for nothing else if i remember correctly and later in the game you had ALOT of gold and didnt need it so yeah you can reduce the amount of currency to one. Probably Gold would be the only one left. But then you have to delete all gold chests from maps otherwise you will have a 2nd opportunity to farm currency and that could boost the progress too much and this has to be balance again. And i actually like the benefit with the 2 currencies so i can collect and upgrade all cards more easily without paying too much.



    You don't know how how much gold will be rewarded per games, and how much you will need to pay to do stuff.

  2. 11 hours ago, bazzacah said:

    I actually don't get the point why one currency should be gone. The split is important IMO because the important one, BFP, can't be grinded on the same level all day like gold. I've read that you might get a BFP reward with playing time but it should not be too high so the gap between the diffrent player types isn't too high. And if only one currency is left, the upgrading system would be too expesive and you have to balance it even more, which means alot more work to see how much gold may be in a chest, how much gold may you receive per daily rewards compared to booster pack prices and so on. Splitting it is way easier to control both currency. And tbh your arguments pro 1 currency was too dunno... not just because your number examples doesn't fit at all. And you get this one wrong: 

    It doesn't mean they don't want you to play but slow down the daily progess.

     

    Some game, don't slow down. But block you from gaining anymore reward. I was referencing to these game.

  3. 1 minute ago, SilenceKiller99 said:

    Pretty sure that this isnt true. The thing about higher orb cards is that they are more power sufficient than lower orb cards. So you get more hp/damage for the power you pay. Of course you need to invest some initial power to build the orb, but this investment is earned back pretty quickly if you make some more units.

    Example:

    - Skyfire drake (U0: 2 fire orbs, 110 power, 1360 damage, 390 hp) So it has 1360+390=1750 total stat for 110 power, which leads to 15,9 stat per 1 power

    - Fire Dragon (3 fire orbs + 1 orb of any kind, 250 power, 2150 damage, 2400 hp) So it has 2150+2400=4550 total stat for 250 power, which leads to 18,2 stat per 1 power

    In addition to the 2,3 extra stat per power, the fire dragon also has an ability (rage, deal more damage the longer you constituvely attack)

    They are stronger for sure, that why you want to play them. But they are not better. Every card have a usage.
    And everything you does to get to the point of summoning the card, is a cost.


     

  4. 1 minute ago, SilenceKiller99 said:

    Is this true? A 4 orb card is per definition better than a 3 orb card... so should that have the same upgrade prize? or for example a ultrarare and rare card?

    Why more orbs doesn't define better card ? Because you still pay for his power.
    And you pay it in a multiple way, having the right amount of orbs, making the deck less good in early game and of course the price to summon it.

    It's kind of hard to explain that, but if you played heartsthone. You should know that, 1 cost card can be better then 10 cost card. (Where cost is Orb in the comparaison)


    Rarity should affect only his principal purpose. Hard to get. And being hard to get is prob being high priced on AH or just being hard to get on pack.
    But at the end, they are just card.

     

    13 minutes ago, SilenceKiller99 said:

    In the new battleforge, there will be no hard-cap for bfp gain. There will be a soft cap, where gaining bfp/gold is more efficient during the first hours you play in a day, and gets less efficient if you play more hours.

    That fine. :)



     

  5. 3 hours ago, SilenceKiller99 said:

    I'd like to talk about this for sure. Because maybe 1 currency could be a better option than two.

    How do you think about the balance? How much gold is worth 1 bfp or how much bfp is worth 1 gold? There has to be a conversionrate that is really balanced out. If you can get 100 bfp together in an hour with quests and such, it wouldnt be fair if an upgrade costs rediculously high or low amounts of bfp (if the gold currency is removed). On the otherhand, if you can find hundreds of gold coins in a few hours playing (if bfp is removed), it wouldnt be fair if rare and ultrarare cards cost just 50 or 100 gold in the auction house. (take in mind that previously some cards were sold for 1000+ bfp, but the markethouse is gonna change and maybe be whole different this time, because of no real life money).

    Another option is to just set the conversionrate to 1:1, and redifine how much everything costs. In that case the gold should be removed, as it is only used for upgrading, so you would only have to 'rework' the upgrading costs which they might already have to do because of the removal of tokens.

     


    Lets say, bfp is removed. And a player find a ultra rare card for 100 gold, and 100 gold is like 1 hours of playing lets say. That just a mistake of the guys selling the card.
    You can't block someone selling a ultra rare card at a bad price.

    And remember most player sell their card on "Gold/hr, Rarity, Power", so if you can gain 50gold per hour for a decent player. A good card will probably be around 700 gold.
    And if you can get more then that, let's say 150 gold. The card will be around 4000.
    (Number are example, i didn't do any math.  It's just to get the point)

     

    And upgrade should cost the same for every card. Because as a dev point of view, there is no card more powerful then other. They are all card. The player define the power of a card. Dev just make card.
    ( 1 Upgrade = 100 gold; 2 Upgrade = 300 gold; 3 Upgrade = 1000 gold; Example number again)

     

    And yeah, we should remove from our head the cost of card on the real game. Because we are not going to have the same reward system.

     

    1 hour ago, Frosthor said:

    I think having 2 currencys is good because bfp is capped per day, gold is not. Or am I mistaken?

    If you go only with one non-capped currency the 10h per day player would get 10 times more progress than a 1h per day player.

    The capped BFP per day is balancing this out to that the 10h per day player does not get 10 times more cards than a 1h per day player.

    Overall I think having 2 currencys is the way to go. Open Beta will tell us if it is good or not.


    Capping the money gain per day, is just a horrible decision imo. And i'm sad some recent game use it.
    Because it's like, saying to the player "Yo dude stop playing our games, since you play too much and you love the game, we are gonna block you for getting anymore money !"

    Some player can find it bad to see other player go really fast.
    But as a dev pov, why should i give the same reward to a player that only play my game for 1 hours, and the other that play it 10 hours ?? You get my point.

     

     


     

  6. 4 minutes ago, SilenceKiller99 said:

    Splitting the currency (like it was, and probably will be) makes sure that the currency gets spend on what it was meant for. This way beginners wont make the mistake to totally neglect upgrading, or upgrade shitty cards while they could have better bought new boosterpacks or actioned some cards.

    The two currency wasn't made for this.
    It was just to seperate real money from virtual money.

    Neglecting Upgrading is something the player need to learn by himself.
    Upgrading Shitty Card is a opinions, some player can find card great or bad. Again that based on the player knowledge of the game.

    And the knowledge is gained through playing the game and winning. Same for gold.

    (Also the freedom of making mistake, can reinforce community)


    I can go a bit deeper on this subject.

    Talking as a Game Developper

  7. 2 minutes ago, SilenceKiller99 said:

    That would be better, indeed. Maybe even change the card colour and card type also to a selecter filter then?

    @gnomgrol nice to see that you plan to add deckbuilding, I think you are on your way to surpass the older databases

    Yeah i mean we can get behind the selector thingy, for every dropdown if we really want too. Aha

  8. Just now, SilenceKiller99 said:

    @gnomgrol Nice work! looking good.

    If you still wanna add extra features, here is a list of things you possibly could still add:

    - dropdown menu to select only cards with 1/2/3/4 orbs (like the dropdown menu for card colours now)

    Not a dropdown, but rather a select thingy. So i can search for 2 and 3 orbs at the same time. Like in the game.

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