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The economy - for those who have plenty of time at hands


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2 minutes ago, Ponni said:

Ok, good to hear on the distributions. Would it be possible to share details on how many boosters a single user could earn doing achievements or which cards you perhaps are being considered as achievement rewards? Or is this a secret until the release? ; )

I know there is a megathread on achievements, but I am not sure I have read any details in the forum on what will be after the release.

// Ponni

That decision is not final yet, so I have no information to give as of now :P

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Introduction The economy is a delicate and mind-bending thing which is undoubtedly hard to control, a job I don't envy our devs for. It takes little effort to complain about complex topics like t

I hope you like the data @VolvoxGlobator@Chimaka( ͡° ͜ʖ ͡°) This sums up to a total of 9209 booster purchases in the time period between the 22.09 0:00 and the 05.10 0:00.

@Ponni Which developer did you ask? Getting the amount of opened boosters is easy. Getting the play time for the last x days is also possible since the reserves update, but unfortunatly not for the pe

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8 minutes ago, korsbaek said:

I dont understand why you would limit the trade of gold between players, makes little sense to me.

Devs made the choice to bind mikro progression (upgrades) to gold deliberately. A nontradable currency makes a lot of sence for a progression system, one reason would be to make multiaccounting less efficient. But there are many more.

If you think of gold as some sort of experience points, the system makes a whole lot more sence. :)

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The static card shop is probably one of the best ideas I have read thus far.

The static card shop could not only allow one to purchase specific cards to finish a deck and control the level of inflation on the AH but one could take it a step further and allow you to sell to the shop and get a BFP refund based on rarity. Not a high amount but it would allow you to properly dump the 3 BFP AH cards that few buy and clog the AH sorting tables. Some cards like Nox Carrier would simply be better off sold to the merchant rather than trying to increase it's effectiveness in game or put it on the AH.

I would also like to see more to do within the game. It sounds strange that the best way to get cards is to sell a booster pack and focus so much on the AH. It's like the reverse of most every card game out there. The AH in most card games is meant to find specific cards needed to finish your deck.

It would be also nice to play the game for more than an hour before it becomes less desirable to do so rewards-wise. 20 BFP for a map is paltry and simply encourages me to do whatever daily missions I can, get my one pack and log out. Can't say that is helpful in building a community for essentially a largely multiplayer game.

 

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6 hours ago, Kyoji said:

It sounds strange that the best way to get cards is to sell a booster pack and focus so much on the AH. The AH in most card games is meant to find specific cards needed to finish your deck.

The prices at which cards are being sold at in the marketplace currently suggest that nearly all boosters are worth their value, some even more (meaning buying the booster is better than the cards from said booster). So I am very confident about your statement that selling boosters and buying the cards instead in the marketplace is the best option. For specific cards, AH is and will be the best option. If you simply want cards, boosters can be equally as good or better (as of now).

6 hours ago, Kyoji said:

It would be also nice to play the game for more than an hour before it becomes less desirable to do so rewards-wise.

This is a never ending battle: some people want rewards quickly, some people don't. We can't make everyone happy. You'll have to rely on future achievements or own goals, besides the current quest system and daily rewards, for more content for now.

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2 hours ago, Ladadoos said:

This is is a never ending battle: some people want rewards quickly, some people don't. We can't make everyone happy. You'll have to rely on future achievements or own goals, besides the current quest system and daily rewards, for more content for now.

I understand. I can only speak for myself naturally. I think there is a difference and fine line between slowing down the game and forcibly stalling progression. In a game like this whereby new asset development is limited I would argue that the way to increase longevity isn't necessarily to make the game a crawl early on but rather put high tier rewards for people to achieve such as the use of promo cards being used as a BFP sink later in the game. 

I can only speak from my own logical hypotheticals, however, I think that reducing playtime would inadvertently hurt the game in a few ways:

For one this game isn't in a vacuum and there are other games and consoles releasing around the same timeframe. If one puts down the game after a few hours and plays something else there is that possibility they get hooked onto that instead. Look at any steam library to see traces of that.

Second I would think that lower playtimes would hurt people trying to find multiplayer matches due to a lower lobby of players.

Third is the simple fact that progression is a tightrope that should feel challenging without being tedious. Especially now we see the after effects of a mixed economy in the AH where a single card that isn't even rare or ultra rare costs 2 or 3 packs worth of cards. Now one may say that it's fine because you can just use your packs to buy the cards you want, but again I remind everyone that this is a deck building game (plural). In other words in order to get one card for one deck you need to remove a card that could otherwise be used in another deck.

While it should take some time to build a deck, I think that one pack a day is a bit too low. The declining rewards from quests should be slightly increased as well as make more challenging missions offer slightly more rewards on a gradient scale. This would allow people to reasonably get 2 packs a day doing a daily and grinding through missions with playtime. Keep in mind that for upgrades we are already having to grind missions to get them and with duplicates and all it could take many missions to get one of the cards you want. 

Possible solutions?

Some have already been stated in this thread so I won't tread on them again.

Due to duplicates being a thing if you wanted to reward players and give them something to work towards then make upgrades consume a duplicate card. In other words to go from level one to two it would require two of the same cards plus the upgrade or rework charges.

This would allow you to increase the amount of packs one can gain without effecting the economy too bad as people will now need multiple copies for themselves while allowing players to experience the fun of deckbuilding and not have to play with the same deck in over 50 missions because the only way to get a deck is to buy single cards on the AH.

Granted I know my suggestions are just that, mine and I don't expect everyone to agree. I am only providing what feedback I can from my perspective. :)

Edited by Kyoji
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