Reset Tokens
As the title suggest, I want to propose a new form of currency: Reset Tokens. As for what they would be spent on, simple: respecs and prologue chapter resets.
Well, specifically, I just want to be able to reset prologue chapters, but a respec option seems to fit thematically and as one doesn't exist, it's a good excuse to tag it on.
Of course, to honor the predatory nature of the Skinner box design model, I would also propose a couple of balancing factors in favor of D3's structure:
1 - You only earn one token a day, with your supply crate.
2 - Each chapter's reset cost can vary based on potential reward, but there needs to be at least one that costs no more than 30 tokens (once a month reset seems reasonable, if not once a week).
As for respecs... I would propose one token per level of the character being reset, but there may be some underlying abuse potential I'm not seeing. Otherwise, I would treat it similarly to selling the character from the roster: the sell value is awarded to the player, but the covers go back into the recruitment inventory to be used/sold as desired. As it is the sales value and not the actual investment, this should be a natural "balancing" factor in not granting too much return, and even breaking down a rare and selling all of the covers for premium currency doesn't add anything new that the player couldn't have done before, just a "test drive" option on a time-delay mitigated by how many days it takes to reach that character's level in tokens.
And, of course, as a separate currency, they could be sold in the cash shop and allow players to buy respecs.
Regardless, the greater point is that I would like to see some means of resetting the PvE grind, and there need to be some measures to counter the game play barriers that have been put up recently with how the PvE event mechanics seem to work. Quality free-to-play/pay-to-play models work on using cash investment as a means of being able to play the game more often, not to be able to play the game at all; whales are fine, but allowing a more casual base that will give you a few dollars on occasion for a PvP shield or roster enhancement because they are still playing seems like a healthier design choice. As it stands, even if not working as intended, all events are weighted towards those who have full rare rosters at the highest level possible, an end-game state that is apparently being used as the norm for balancing for all players. It's always strange to see the "pay for the freedom to play" model try to be enforced; it's like the behavioral analysts looked at Skinner's old conditioning model and ignored Brehm and more recent researchers' finding on reactance: restrict freedom too much and your players will rebel, causing revenue to ultimately collapse.
Anyway, that's all; please respond with appropriate criticism, by all means, I just ask that you be civil in doing so. I would be glad to know something I've glaringly overlooked (you know, such as a means of resetting the Prologue), and welcome any and all input and/or support.
Well, specifically, I just want to be able to reset prologue chapters, but a respec option seems to fit thematically and as one doesn't exist, it's a good excuse to tag it on.
Of course, to honor the predatory nature of the Skinner box design model, I would also propose a couple of balancing factors in favor of D3's structure:
1 - You only earn one token a day, with your supply crate.
2 - Each chapter's reset cost can vary based on potential reward, but there needs to be at least one that costs no more than 30 tokens (once a month reset seems reasonable, if not once a week).
As for respecs... I would propose one token per level of the character being reset, but there may be some underlying abuse potential I'm not seeing. Otherwise, I would treat it similarly to selling the character from the roster: the sell value is awarded to the player, but the covers go back into the recruitment inventory to be used/sold as desired. As it is the sales value and not the actual investment, this should be a natural "balancing" factor in not granting too much return, and even breaking down a rare and selling all of the covers for premium currency doesn't add anything new that the player couldn't have done before, just a "test drive" option on a time-delay mitigated by how many days it takes to reach that character's level in tokens.
And, of course, as a separate currency, they could be sold in the cash shop and allow players to buy respecs.
Regardless, the greater point is that I would like to see some means of resetting the PvE grind, and there need to be some measures to counter the game play barriers that have been put up recently with how the PvE event mechanics seem to work. Quality free-to-play/pay-to-play models work on using cash investment as a means of being able to play the game more often, not to be able to play the game at all; whales are fine, but allowing a more casual base that will give you a few dollars on occasion for a PvP shield or roster enhancement because they are still playing seems like a healthier design choice. As it stands, even if not working as intended, all events are weighted towards those who have full rare rosters at the highest level possible, an end-game state that is apparently being used as the norm for balancing for all players. It's always strange to see the "pay for the freedom to play" model try to be enforced; it's like the behavioral analysts looked at Skinner's old conditioning model and ignored Brehm and more recent researchers' finding on reactance: restrict freedom too much and your players will rebel, causing revenue to ultimately collapse.
Anyway, that's all; please respond with appropriate criticism, by all means, I just ask that you be civil in doing so. I would be glad to know something I've glaringly overlooked (you know, such as a means of resetting the Prologue), and welcome any and all input and/or support.
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