babar3355 wrote: I can't even express how disheartened I am with this new release. There was evidence that the developers were starting to listen to the community. 1. Recent communication with the community has been better 2. A new daily challenge was promised with exciting new rewards and no tedious objectives 3. Ability to prioritize chances of certain mythics and masterpiece cards 4. Superior drop rates 5. Smaller player pools, improving odds of reaching top tiers in events 6. Exciting new masterpiece cards were being released And yet, the rollout has taken all of this hope, optimism, and goodwill and dashed it against the jagged rocks of greed. GoblinPile has already lost 1 member, who was on the fence, and has now firmly quit the game. Several others seem to be right behind him unless their is an immediate change. What did we do wrong ask the developers? Let's see how they squandered the list above: 1. If you communicate with us and get our hopes up, then dash them with horrible rewards rates, you will get a worse reaction than just not even communicating. 2. The daily challenge (while I like the format) is a total rip off. Will I trade you 50 crystals for 15 jewels and a booster? No I will not. 15 jewels is 0.035 of a mythic. I won't make the trade with you then I certainly won't play a lopsided set of games to EARN the trade. No thanks! 3. The card pool in epic packs is way too big. I might get a dupe of whale, basker, LR, Yaheeni... or I might actually get the masterpiece... Should change this to like 2 masterpeices and 2 mythics to give us a better idea of what we can get. Otherwise we will all almost certainly be subject to dupes galore. I promise it will feel bad for players to spend 27 days and between 1350 - 1620 crystals for a dupe. If these packs are that epic.. make it a guaranteed masterpiece. 4. I have no idea if drop rates have improved. If you communicate the drop rates with us then we can at least take your word for it. Instead, we have to anecdotally try to figure it out. Guess what, that's pretty well impossible. So even if you drastically improved drop rates, the community has no way of knowing that. So you get no credit. 5. You set up smaller player pools then you give us no event with the roll out. That's just blind sighted and stupid. Give us a **** or EmO or FIRF or something and show us that jewels can be obtained in other ways. Just shows that you don't understand the community, or that we might have a bad reaction to the devaluation of currency. Or maybe there will be no jewels for events... or maybe they will give 1 jewel for top 100, 2 for top 25, and 5 for top 5 (with mythic removed as a prize). Trust us, we are assuming the worst at this point. 6. Great new cards and no way to earn them except blind luck or 27 days of grinding.. Sigh. Honestly guys, it really feels like you snatched defeat from the jaws of victory on this one. I hope you get exactly 0 people willing to purchase that ridiculous $100 pack that gets them 1.25 guaranteed mythics. What a steal! Greedy people.
First we have the Masterpiece cards for high level players, that are both devastating and a new fun thing to chase. /quote] And the next day the currency for getting them go's on sale for $100... The contempt you must feel for your customers is incredible, seriously I'm in awe. It's funny in a time when good companies are slowly moving away from the old hump back hunting method of ftp. You are going back to the most obnoxious of the old ways... But here's the dirty secret folks, they cant do anything else, there is no way near the content. It's a shame that people who profess to play the card game can't see their way to getting some of the old sets into their game... But! Here's an idea why don't you do the "power 9"? Eg Black lotus 0 mana support 2 shield Every turn all your cards are fully charged Time walk 2 mana spell Take 3 extra turns after this one (like a good run with pre patch gonti just less effort!) Sod the currency just sell um for $150 each straight up. If your gonna go full ptw go all in! Oh and as your never going to bring the old origins walkers up to the level of the new stuff I suggest you nerf them further, get people to get them hands in their wallets faster!
wereotter wrote: Brigby wrote: octal9 wrote: Also, Sarahschmara asked this above and I think it's an important question: Sarahschmara wrote: It will cost a "low amount" of crystals to enter the daily event. How low? 5? 50? The cost of entry is the same as one Booster Pack, however you can earn Booster Packs by winning fights, so it evens out after winning just one fight! It's possible I've missed something here, so correct me if I'm wrong but an entry fee for daily events seems a terrible idea. It costs mana crystals (see also premium, paid currency) to enter, but rewards are packs and mana jewels. So where now will mana crystals come from in game, and what if you don't win? It feels like you've taken it from free to play with micro transactions to pay to play with micro transactions. This feels like a great way to alienate players.
Brigby wrote: octal9 wrote: Also, Sarahschmara asked this above and I think it's an important question: Sarahschmara wrote: It will cost a "low amount" of crystals to enter the daily event. How low? 5? 50? The cost of entry is the same as one Booster Pack, however you can earn Booster Packs by winning fights, so it evens out after winning just one fight!
octal9 wrote: Also, Sarahschmara asked this above and I think it's an important question: Sarahschmara wrote: It will cost a "low amount" of crystals to enter the daily event. How low? 5? 50?
Sarahschmara wrote: It will cost a "low amount" of crystals to enter the daily event. How low? 5? 50?
Houdin wrote: This isn't going to just "go away" .
bken1234 wrote: @brigby @hibernum_jc @whoever_else There is no mention of objectives on the new weekend PVP event -- usually this is listed in the Release Notes. I don't see it -- does this mean there are no objectives? (The awful weekday event states this outright -- the weekend event does not).
Houdin wrote: Devs, I really can't believe you haven't given us a response yet. This isn't going to just "go away" There's no point in playing ostrich and hoping if you hide your heads in the sand we will leave you alone on this. You broke the game! You need to fix it before we will play anymore or pay anymore. I'm sure there was a meeting where looking at how much money these changes will cost the players seemed like an awesome idea. Maybe you all thought you'd get some big bonuses from such a revenue increase. Perhaps that would have worked in a game matching piggies and duckies. You would need a player base that has no concept of value to pull that off. Instead you tried to pull this in a game focusing on magic the gathering. A game whose players are traditionally the mental elite. We can all do the probability calculations. We can all understand business modeling. We all can see the wool you tried to pull over our eyes.
babar3355 wrote: 1. Recent communication with the community has been better
babar3355 wrote: 4. Superior drop rates
babar3355 wrote: Greedy people.
Cthulhu wrote: It's an attempt to fix duplicates, for Masterpieces you should not see duplicates because of how the system works for those, you have the opportunity to get a card when you want to spend the new currency. For the boosters, you have less cards at less cost, I haven't seen 3 of the same card opening a pack like I did previously.
Volrak wrote: I've singled out two points for which I have something to add. babar3355 wrote: 1. Recent communication with the community has been better I agree completely that the volume of communication has been better. But a key component was missing, which was a narrative and an explanation for all of the significant changes. This is crucial for explaining the scale of the player backlash... more on that below. babar3355 wrote: 4. Superior drop rates I don't believe this was ever promised, but I can see how the misunderstanding could arise. What was said was this: "The card packs we have done some balance tweaking to help reduce the amount of duplicates and give the player a higher chance at obtaining rare cards" I think the two key elements here break down as follows: reduce the amount of duplicates - Fewer duplicates in an absolute sense is a simple consequence of getting fewer cards per spent (with value-added big boxes being made unavailable). There's no evidence that any other changes were made relating to this statement. This has really jerked people around; many players have a long-standing complaint of RNG giving them duplicate rares/mythics, and players were given hope by this statement that this complaint would be addressed. Instead, we're left to wonder why fewer duplicates in an absolute sense is so great a problem that to solve it requires reducing the purchasing power of crystals? That's a massive narrative gap. higher chance at obtaining rare cards - This is a consequence of getting a bonus rare per 300 premium packs, compared to the old 600 big boxes. Yet at the same time, with big boxes unavailable, we now get fewer mythics, uncommons, and commons per spent (see viewtopic.php?f=31&t=60451&start=40#p646496). Why reduce the purchasing power of crystals to get mythics in packs? That's the main reason to buy packs for top players. Why reduce the purchasing power of crystals to get commons and uncommons in packs? That is a big impediment for new players who are just starting out in the game. This still hasn't been explained; it's another big narrative gap. The third key narrative gap is around event rewards. We were told "Nodes of Power, Emergency Ordinances and Fate is Rarely Fair now have smaller leaderboards of 1000 players (reduced from 3000 players). With the smaller leaderboards, we’ve also rebalanced the rewards from the Events". This narrative explains reduced rewards from individual ranking in events with smaller leaderboards. But it looks like events rewards were reduced across all event types, and not just individual rankings, but also progression and coalition rankings - a massive difference in scope to what was explained. Why was this done? Another big narrative gap. Like I said, I really appreciate the volume of communication from the devs for this update, but explanations for some of the most important changes were missing in action. The direct consequences of a narrative gap for a negative change are: Players are shocked when the changes don't match their expectations (see pretty much any current forum post), and Given no explanation, players assume the worst explanation. One of many examples: babar3355 wrote: Greedy people.
--Adam wrote: If by "narrative gap" you mean "change that only benefits the publisher at the expense of the customer" then I think we agree.
Volrak wrote: --Adam wrote: If by "narrative gap" you mean "change that only benefits the publisher at the expense of the customer" then I think we agree. No. I mean "change that wasn't explained". But like I said, I'm not at all surprised at yourself or anyone else assuming the worst, exactly because an explanation wasn't given for many of these changes.
--Adam wrote: Volrak wrote: --Adam wrote: If by "narrative gap" you mean "change that only benefits the publisher at the expense of the customer" then I think we agree. No. I mean "change that wasn't explained". But like I said, I'm not at all surprised at yourself or anyone else assuming the worst, exactly because an explanation wasn't given for many of these changes. No amount of spin is going to change the facts presented in the dozens of posts from D3's customers. These changes all benefit D3 at the expense of their customers; no amount of 'context' will change that. Perhaps some changes that benefit the customer are indeed coming. If so they should have waited and released them at the same time, or even first (yeah, right).
Ohboy wrote: The only fact raised so far that anyone has verified is that boosters are now worth more(because they were made more expensive).
Volrak wrote: Based on current drop rates from octal's spreadsheet, for every 1,000 you currently spend on 70-card big boxes with 1 guaranteed rare, you can expect on average: 1.1 mythics 6.5 rares 41.9 uncommons 68.9 commons With the same drop rates, for every 1,000 you spent on 25-card premium packs with 1 guaranteed rare, you could expect on average: 0.8 mythics 8.1 rares 29.9 uncommons 49.2 commons So we'd be better off with rares, but worse-off with mythics (and uncommons and commons.. which is irrelevant for high-tier players, but might not be great for new players).
losdamianos wrote: Ohboy wrote: The only fact raised so far that anyone has verified is that boosters are now worth more(because they were made more expensive). premium packs offer objectively worse value, yeah bit better chance for rare, but if you happen to be chasing mythics, big box was your best bet so unfortunately this time Ohboy facts are against You. ( I think Volrak put all of the calculations premium pack vs big box per 1000 crystals ) And while you remind us how D3 out of its own pocket ( ) pumped 2 milion crystals and unobtaniums its also worth to mention that on average weekly it will also save few times MORE as you cant earn as many crystals as you use to have so yeah yet again you pointed all convenient to D3 "facts" and forgot about what actually matters (worse event rewards or lack of BB) Volrak wrote: Based on current drop rates from octal's spreadsheet, for every 1,000 you currently spend on 70-card big boxes with 1 guaranteed rare, you can expect on average: 1.1 mythics 6.5 rares 41.9 uncommons 68.9 commons With the same drop rates, for every 1,000 you spent on 25-card premium packs with 1 guaranteed rare, you could expect on average: 0.8 mythics 8.1 rares 29.9 uncommons 49.2 commons So we'd be better off with rares, but worse-off with mythics (and uncommons and commons.. which is irrelevant for high-tier players, but might not be great for new players).