A solution for the booster crafting
Comments
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Ohboy said:shteev said:Ohboy said:noThey could, but let's just say certain people will still make sarcastic remarks about drop rates not changing to their advantage because of incompetence or some other reason.
Don't be silly. You don't have a monopoly on sarcasm. And you surely wouldn't ever misinform people on purpose.
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All I can say is that, coding issues aside, getting this right is going to be tough.
Presumed goals:
- to give people a reason to play to get rewards (grind) - these are the new cards for the player;s collection, and the outlet for the frustration of getting duplicates. Easy enough.
- to give people a reason to spend money. Without this, there is no company and no game. So, I will be surprised if the crafting system doesn't award some of the currency for purchases as well as dupes. In fact, the reward for purchases, from a business standpoint should be a bit larger than for dupes... With both, you maintain the game as being free to play, but don't poison the pot for folks who will spend. You don't want to make the game become play to win, either, so the relative cost shouldn't be too far off from each other for either means.
- to make sure people don't get TOO many of the cards they are missing, or get exactly what they wanted all the time. If every player had access to all the cards, this game would suck.
The "best cards" would be appearing in every deck, and the diversity of play experience would (not go to zero, due to personal tastes, but would) massively drop.
- To make "success" in crating what you wanted high enough to matter, and actually affect players' collections, but low enough that you will keep trying.
So, what rate of effort / cost is two months or more of regular play?
It;s Pure speculation on my part, but I'll take a crude shot.
I would say something like nearly sure success at one specific mythic, for about 2 months' effort (say, for playing 4-5 days a week days for half hour to an hour an a day), or roughly $30-40 USD (this is a TOTAL guess).
A third to one half of that the effort to target rarity and set, but not a specific card , just for 'any mythic from <set> I that I don't own.'
Half to one third of of those rates for rares.
Half of that for uncommons (if they bother), and don;t include commons.at all.
Should this also include some chance of this "going wrong" ?(Getting a different mythic, getting a lower rarity!, which would suck, but is probably important, and of course the chance of getting a higher rarity, too.
If so , not so large that it frustrates the players too much -- but even a little might....
But a better idea is to introduce a sub-game -- The cost for a targeted mythic will clearly be rather high in terms of ither time or money spent to get the currency needed, -- so allow players to "try" to get what they want with less of the currency... with the failure rate dis-proportionally higher than the of the shortfall (so if you spend 70% you get say, a 40% chance of success), So that you can try at a fraction of the guaranteed-to-succeed cost, but a player will fail more often than if you fess up and pay the whole amount.. but that is on the player...:),
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I believe it's been mentioned before, but I'd really like to see an events reward system that offers the player a choice of 3 different cards.
While this doesn't address the booster crafting solution, it does offer some relief to the frustrated player base that keep getting duplicate rewards, and will make collecting in the future a lot more fun.
Heck, give the user a small chance of having one of their three cards be a mythic. Now THAT would be cool, and alleviate some of the frustration from players who miss Mythic event rewards.
My personal belief is that the Booster Crafting solution will be a giant mess, and a ultimately a great disappointment. Taking steps to improve the rewards system would be much more appreciated (in my opinion).
//Removed Profanity -Brigby0 -
shteev said:Ohboy said:shteev said:Ohboy said:noThey could, but let's just say certain people will still make sarcastic remarks about drop rates not changing to their advantage because of incompetence or some other reason.
Don't be silly. You don't have a monopoly on sarcasm. And you surely wouldn't ever misinform people on purpose.0 -
shteev said:Whatever they come up with, I'm willing to bet they could achieve exactly the same benefit to the players with a lot less coding by just upping the drop rates.
Plus, if they did that, people like me who'd been sat on their duplicates from day 1 wouldn't suddenly get what some perceive to be a sudden unfair advantage.
Isn't it ironic that the easiest most practical and best solution to solve crafting is the one they will NEVER do...0 -
I dont think its bad to own all the cards. You cant craft every card all at once so there will always be gaps.0
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wickedwitch74 said:I believe it's been mentioned before, but I'd really like to see an events reward system that offers the player a choice of 3 different cards.
Additionally, I've made the suggestion that we have the option of a rare from a different block. I ended up getting every rare from Aether Revolt and would have liked to get a rare from a different set. Even if the option then was Kaladesh or Origins.0 -
Treat the duplicates like 'Real' Trading card Commons and UnCommons...
Allow a person to give them to other NEW players to get them interested in the game and a base to start with. Share them with the kids... They're worthless anyway...
... or as what happens in my house... let the dog chew 'em up. HEY! WAIT!! That's my PHONE!!! ... nevermind.
LOL...1 -
Gormhaus said:I dont think its bad to own all the cards. You cant craft every card all at once so there will always be gaps.
As done before, Hearthstone is a good example of a game where you can craft ANY card you choose and it most certainly doesnt suck.
There is stll this fallacious idea running rampant that players with "too"many" good cards will ruin the game. and make the game unfair to other players who dont get to be number 1 once in a while. With the current reward system, being number one has lost a lot of it's'shine, being able to craft a card means that the rewards are even more trivial and the whole concept of the toxic elite goes down the toilet.2
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