M19 Premium Pack diminishing returns
Comments
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At this point I don't have any complaints with the ability to target and even collect the cards. It can be done with enough time, money, skill or some combination.
However, I tend to agree that crafting orbs provide a pretty lousy pity timer. If you open 10 PPs and get no mythics and no dupe rares, you will have enough orbs for about 1 legacy mythic. (Assuming 60 orbs per pack). Sure, you can go craft an old mythic, but that doesn't make you feel any better when your coalition mate just received 6 new mythics a MP, and enough dupes to craft 2-3 legacy mythics in their 10 packs.
That said, I probably won't fight for a pity timer, because I think they have been generous enough at this point as I stated earlier.1 -
I will (fight for a pity timer).
Veteran players have no issue targeting cards and completing collections but newer players still do. And those trying to catch up will be those who benefit the most from a pity timer as they spend to open more packs than the others do.
This is directly about making sure that opening packs don't leave a bad taste in people's mouth. That hope of building their collection to reach the state where they can fully enjoy the game is so much greater for those newer players who are playing catch-up. They need that boost more than the old-timers.
I'm a veteran player and I've only opened 1 Mythic out of 8 M19 PPs and various event M19 packs I've opened, which means I have 2 M19 Mythics including Dragon Hoard. And yet I'm not bothered by it nor am I even rushing to spend Jewels to make up the gap because I can afford to wait. I've got a good enough card collection to handle Standard without that many M19 cards.
Newer players don't have that luxury. They can't handle the damage to their competitiveness that a sustained barren run inflicts. That's why they benefit most from the pity timer. It helps them get something when they have nothing. If some people only care to argue for things that are in their self-interest, that's their call.
If people want to propose an Orb pity timer, I would like to propose an idea I think would help those on a dry spell when it kicks in while not perverting people's objectives for opening packs and leading to more whining. I do like the idea of an Orb pity timer because it sidesteps the disappointment of pulling a dupe Mythic from a guaranteed Mythic pity timer.
So the idea is to have an Orb pool that increases each time you open a pack/PP from a set without a Mythic. Think of it like the lottery jackpot which snowballs when no one strikes the jackpot. This could be from the first pack/PP you open for the set or after X number of barren packs/PPs. The Orb pool would then pay out once you open a Mythic/Masterpiece or until Z number of packs/PP of that set has been opened by the player whichever comes first.
The developers would néed to do a bit of math to figure out the proper value for X to start adding Orbs into the Orb pool for the latter option. However, I believe this is a better option as it allows them to add more Orbs per pack since the Orb pool additions start when the player is already down on their luck. Psychologically this will provide a bigger boost than seeing it tick up in small amounts when you're lucky and still see it tick up in small amounts when your luck is bad. If the ticks start from the first pack, they may be barely significant enough to counter the bad luck and just be more free Orbs for lucky people.
Next, the Orb increment should gradually increase with each successive barren pack/PP. This is because if it takes say an average of 20/4 packs/PPs to pull a Mythic, a player running 20 barren PPs has fallen behind so much more than a player who had a barren run of 8 PPs. The first player has gone through 5 barren 'cycles' vs the second player who went through 2 barren 'cycles'. That's a lot more to catch up on.
Also if the increments are larger than a dupe Mythic at the tail end, the developers might want to consider adding only in the tail end and only for dupe Mythic pulls some Orbs even in the pack where the player opens their Mythic before the Z pack count kicks in. This is so the player doesn't perversely get disappointed by pulling a dupe Mythic. As an example if a player was going to get say 550 Orbs for their 12th barren PP, they'll get annoyed that they got a dupe Mythic for 500 that also reset their Orb pool count. But this idea is really more to finetune the concept. It will also of course depend on how long the pity timer count is as that will delirectly influence whether this long tail will still even exist.
The Orb pool should also be affected by the first month bonus Orbs effect. This is to account for what they have lost out by not opening a Mythic during the bonus period. Meaning to say if typically 200 Orbs would have been added to the Orb pool for say opening an M19 PP now, it would inatead be 300. But once the bonus period ends, subquent packs would just add Orbs without the 50%. So one could have a subsequent barren pack/PP of the same set add less Orbs into the Orb pool than the previous one when the game updates with the patch to remove the Orb bonus, but that isn't a big deal. This is also why an Orb pool is useful cause it can account for any combination of Orbs which could arise from this difference in pack value during the bonus and non-bonus periods.
Thoughts?
Tl;dr If you want people to not feel bad or dread opening packs, soften the bad outcome with some icing on top. If you want people to spend money on the game, make buying the main currency not have that chance to feel really bad. Snip off the long tail of bad luck.5 -
I got about halfway through your novella before my coffee wore off, so please excuse if I make a point you've already addressed
I get what you're saying and am definitely on board with helping the new players, it's just a question of how to go about it. A don't quite follow how exactly you'd want the pity timer to work, how long before that free mythic kicks in?
I think new players should get like 1000 yellow crystals starting off, but be forced to use 200 of it to buy multiple planeswalkers (Origins for 50 a piece right? Ideally upgrade their mana gains to +2. +3. +2). Then force them to spend 300 on an Origins PP. Then they'll have 500 crystals to buy other packs or (if they save a bit more), a dual PW, as well as be guaranteed to have enough cards to start their journey.They aren't going to be able to compete with us for a while, but that's the nature of this game. You can't start out a top player, gotta work your way up.
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Good points and well written @span_argoman0
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I agree with you @span_argoman, perhaps I will be willing to fight in a few months. I just want to give them a little "drop rate" peace after the change to elite packs.
But your point is well stated. I spent $70 on crystals when they were on sale. After blowing through 1/2 of them, I had 0 new cards to show for it and not sufficiently more orbs. I just decided to quit spending them because it was so painful to buy them and have nothing to show for it. If I knew that I was guaranteed to get a mythic every 20-30 packs, at least I would know there is light at the end of a depressing tunnel (even if it is a dupe).
In other words, like my assessment of "gotta catch 'em all" mentality of allowing us to collect complete sets driving more revenue (although I know you disagree), perhaps players would be more willing to spend on something with more assurance of having value (ie crystals)
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FindingHeart8 said:
I got about halfway through your novella before my coffee wore off, so please excuse if I make a point you've already addressed
I get what you're saying and am definitely on board with helping the new players, it's just a question of how to go about it. A don't quite follow how exactly you'd want the pity timer to work, how long before that free mythic kicks in?
I think new players should get like 1000 yellow crystals starting off, but be forced to use 200 of it to buy multiple planeswalkers (Origins for 50 a piece right? Ideally upgrade their mana gains to +2. +3. +2). Then force them to spend 300 on an Origins PP. Then they'll have 500 crystals to buy other packs or (if they save a bit more), a dual PW, as well as be guaranteed to have enough cards to start their journey.They aren't going to be able to compete with us for a while, but that's the nature of this game. You can't start out a top player, gotta work your way up.
For how the pity timer works, when it kicks in depends on how much of the long tail they decide to cut off. Let's use M19 drop rates so we can use actual figures instead of hypothetical. And let's use packs instead of PPs so that event packs can contribute to the timer too.
The Mythic drop rate for M19 is 1.40% per card. This puts the median (when the chance of getting 1 or more Mythics is 50% ie. 50% of people get this result or better/worse) for opening at least 1 Mythic from M19 packs at 10 packs (2 PPs).
If they decided to cut off the unluckiest 10th percentile (10% chance to still be having no Mythics), the pity timer would kick in after 33 packs (6.6 PPs). If they decide to cut off the unluckiest 5th percentile, the pity timer would kick in after 43 packs (8.6 PPs). The unluckiest 1% would be after 66 packs (11.1 PPs). I have no answer for the ideal percentile to shave off.
The cut-off would also vary depending whether the consolation is a Mythic or Orbs. For a simple guaranteed Mythic after Z number of packs, the cut-off would have to come sooner since a Mythic has a fixed value of either a new card or 500/750 Orbs.
On the other hand, the Orb pool concept would allow the developers to create a graduated scale of consolation prizes for people as they continue down an unlucky streak. It would also require more mathematical rigour though and hence may not be as popular an option.
I do think it would be more robust though, being able to cater for the drop rate changes that have happened and the changes in value of a pack when it moves from the bonus Orbs stage to the normal Orbs value for dupes.
As for new players and the Origins planeswalkers, I think the Origins planeswalkers should have their Crystal cost reverted to 10 Crystals. There is no good justification for the increase in cost to 50 Crystals. I'm all ears if they are willing to explain this change, but I see no good reason at all. The Origins planeswalkers are crucial to enabling new players to experience playing with the different colours early on. Increasing their price just delays their ability to experience the game more fully.
As to the point about them not going to be able to instantly be top players, that's not relevant. It's whether newer players even have the means to experience each set as it was designed, whether they are given the ability to build cohesive decks.
We take for granted that we can build a deck with decent synergies because we have a higher percentage of the available cards. Try building decks for your newer players with their collection and you'll realise how many options are closed off to them because they are missing so many key cards that they can't even build a deck for any of the main archetypes. And by newer I'm still counting players who have been playing this game for up to a year. That's how long it can take.
It isn't just about the Mythics. Sure there are certain Mythics like Etali, Darigaaz and Muldrotha which open up entire archetypes on their own. But the Orb pool idea would allow them to allocate the Orbs they receive to craft cards from whichever rarity they want to target.babar3355 said:I agree with you @span_argoman, perhaps I will be willing to fight in a few months. I just want to give them a little "drop rate" peace after the change to elite packs.
But your point is well stated. I spent $70 on crystals when they were on sale. After blowing through 1/2 of them, I had 0 new cards to show for it and not sufficiently more orbs. I just decided to quit spending them because it was so painful to buy them and have nothing to show for it. If I knew that I was guaranteed to get a mythic every 20-30 packs, at least I would know there is light at the end of a depressing tunnel (even if it is a dupe).
In other words, like my assessment of "gotta catch 'em all" mentality of allowing us to collect complete sets driving more revenue (although I know you disagree), perhaps players would be more willing to spend on something with more assurance of having value (ie crystals)
Increasing the value of buyable currency should foreseeably increase revenue. And that's what the pity timer ideas will do.5 -
span_argoman said:
I don't disagree that having the possibility to complete sets will drive revenue. I disagree that having the ability to complete sets for free will drive revenue.
Increasing the value of buyable currency should foreseeably increase revenue. And that's what the pity timer ideas will do.
But I'm no economist... I'm just a player who won't dish out hundreds of dollars to quite possibly not get any mythics. I'm kind of risk averse like that. Maybe I'm just not the target audience for their pricing scheme.3 -
span_argoman said:FindingHeart8 said:
I got about halfway through your novella before my coffee wore off, so please excuse if I make a point you've already addressed
I get what you're saying and am definitely on board with helping the new players, it's just a question of how to go about it. A don't quite follow how exactly you'd want the pity timer to work, how long before that free mythic kicks in?
I think new players should get like 1000 yellow crystals starting off, but be forced to use 200 of it to buy multiple planeswalkers (Origins for 50 a piece right? Ideally upgrade their mana gains to +2. +3. +2). Then force them to spend 300 on an Origins PP. Then they'll have 500 crystals to buy other packs or (if they save a bit more), a dual PW, as well as be guaranteed to have enough cards to start their journey.They aren't going to be able to compete with us for a while, but that's the nature of this game. You can't start out a top player, gotta work your way up.
For how the pity timer works, when it kicks in depends on how much of the long tail they decide to cut off. Let's use M19 drop rates so we can use actual figures instead of hypothetical. And let's use packs instead of PPs so that event packs can contribute to the timer too.
The Mythic drop rate for M19 is 1.40% per card. This puts the median (when the chance of getting 1 or more Mythics is 50% ie. 50% of people get this result or better/worse) for opening at least 1 Mythic from M19 packs at 10 packs (2 PPs).
If they decided to cut off the unluckiest 10th percentile (10% chance to still be having no Mythics), the pity timer would kick in after 33 packs (6.6 PPs). If they decide to cut off the unluckiest 5th percentile, the pity timer would kick in after 43 packs (8.6 PPs). The unluckiest 1% would be after 66 packs (11.1 PPs). I have no answer for the ideal percentile to shave off.
The cut-off would also vary depending whether the consolation is a Mythic or Orbs. For a simple guaranteed Mythic after Z number of packs, the cut-off would have to come sooner since a Mythic has a fixed value of either a new card or 500/750 Orbs.
On the other hand, the Orb pool concept would allow the developers to create a graduated scale of consolation prizes for people as they continue down an unlucky streak. It would also require more mathematical rigour though and hence may not be as popular an option.
I do think it would be more robust though, being able to cater for the drop rate changes that have happened and the changes in value of a pack when it moves from the bonus Orbs stage to the normal Orbs value for dupes.
As for new players and the Origins planeswalkers, I think the Origins planeswalkers should have their Crystal cost reverted to 10 Crystals. There is no good justification for the increase in cost to 50 Crystals. I'm all ears if they are willing to explain this change, but I see no good reason at all. The Origins planeswalkers are crucial to enabling new players to experience playing with the different colours early on. Increasing their price just delays their ability to experience the game more fully.
As to the point about them not going to be able to instantly be top players, that's not relevant. It's whether newer players even have the means to experience each set as it was designed, whether they are given the ability to build cohesive decks.
We take for granted that we can build a deck with decent synergies because we have a higher percentage of the available cards. Try building decks for your newer players with their collection and you'll realise how many options are closed off to them because they are missing so many key cards that they can't even build a deck for any of the main archetypes. And by newer I'm still counting players who have been playing this game for up to a year. That's how long it can take.
It isn't just about the Mythics. Sure there are certain Mythics like Etali, Darigaaz and Muldrotha which open up entire archetypes on their own. But the Orb pool idea would allow them to allocate the Orbs they receive to craft cards from whichever rarity they want to target.babar3355 said:I agree with you @span_argoman, perhaps I will be willing to fight in a few months. I just want to give them a little "drop rate" peace after the change to elite packs.
But your point is well stated. I spent $70 on crystals when they were on sale. After blowing through 1/2 of them, I had 0 new cards to show for it and not sufficiently more orbs. I just decided to quit spending them because it was so painful to buy them and have nothing to show for it. If I knew that I was guaranteed to get a mythic every 20-30 packs, at least I would know there is light at the end of a depressing tunnel (even if it is a dupe).
In other words, like my assessment of "gotta catch 'em all" mentality of allowing us to collect complete sets driving more revenue (although I know you disagree), perhaps players would be more willing to spend on something with more assurance of having value (ie crystals)
Increasing the value of buyable currency should foreseeably increase revenue. And that's what the pity timer ideas will do.Ah I see, thanks for taking the time to explain it. I have seen pity timer models in other games similar to what you're describing, they work pretty well from what I recall.Yeah the high number of crystals I suggested gifted to a player when they first join the game was to help cover the cost of the Origins walkers. I agree that they should either be reduced to 10 crystal cost or (like I said above), if they're going to keep the price as-is...then they should at least boost their already boosted mana gains an additional +1 (+1, +3, +1 becomes +2, +4, +2).1000 crystals at game start is plenty to help a player jump into the fray. With ~500 forced to spend on the basics so a new player can't accidentally tinykitty themselves over by doing something like sticking with Nissa only and then getting almost nothing but nongreen cards from all the packs they purchase).Beginners (at least back when I started playing) were supposed to start with story mode and work their way up to events. Now, times may have changed a bit since storymode has been blatantly neglected, but there's still enough crystals there to give a new player a solid arsenal to compete in events and still see rewards.0 -
Pity timers would not be such a big problem if the rarity rates weren't garbage to begin with. 300 crystals (average of $15.00) only have 73% odds of giving a single rare. There's a reason these feel awful and we aren't happy. It's obvious D3 doesn't want to change pricing or rarities, so players are trying to come up with alternative methods to make spending money in this game feel just a little less awful.2
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Buizel said:Pity timers would not be such a big problem if the rarity rates weren't garbage to begin with. 300 crystals (average of $15.00) only have 73% odds of giving a single rare. There's a reason these feel awful and we aren't happy. It's obvious D3 doesn't want to change pricing or rarities, so players are trying to come up with alternative methods to make spending money in this game feel just a little less awful.I think drop rates per dollar spent has always been awful. This is completely subjective though, since different people have different ideas of value for money.On the other hand, overall, the spending power of in-game-currency is somewhat objective, because you can assess spending power using typical earning rates. Drop rates using in-game currency are currently the best they've ever been. It's true that if they were higher, a "most unlucky group", however you want to define it, would be smaller. But that group would then find themselves even further behind the "most lucky" and typical groups.2
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I think a pity timer would be cool.
I dont remember what it was but i recall it was around the time heart of kiran was on sale (in my beginning days) spending some 50? 60? Dollars for the crystals to buy a PP pack or two (Maybe 3). I dont even remember what i got honestly. But the amount i paid vs the reward was SO low.. almost non-existent, I felt like i hit rock bottom - it was the worst experience/investment i ever made. I opened it together with a friend... that friend told me to quit the game and uninstalled his game. If it wasnt for that extremely sour experience, i do believe i would spend more in game. But i mean it has to be worth it; it shouldn't be gut wretching experience
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I often wonder If the Devs have ever heard the saying "Perception is reality."As a paper player first and MTGPQ second, I'll never understand the pricing structure.Paper Planeswalker, regardless of colors $15.99 and that with a booster pack(used to be two!)MTGPQ Mono PW $24.99 with 3 boosters and some in game currency. Want a 2 color PW? Add $15!The Pricing for everything in this game is 10-15% overpriced as is and then when you factor in the drop rates, it feels even worse. Key word there is "feel"Perception is Reality...0
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Good thing they have a mercy rule like most cards game apps. Wait... what they don’t ?0
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jimpark said:I think a pity timer would be cool.
I dont remember what it was but i recall it was around the time heart of kiran was on sale (in my beginning days) spending some 50? 60? Dollars for the crystals to buy a PP pack or two (Maybe 3). I dont even remember what i got honestly. But the amount i paid vs the reward was SO low.. almost non-existent, I felt like i hit rock bottom - it was the worst experience/investment i ever made. I opened it together with a friend... that friend told me to quit the game and uninstalled his game. If it wasnt for that extremely sour experience, i do believe i would spend more in game. But i mean it has to be worth it; it shouldn't be gut wretching experience
But instead you got almost nothing at all for that purchase. Feels bad to the extreme for this game, and there's no light in sight.3 -
Economies of scale is a significant thing. Paper MTG sells in the millions whereas MtGPQ only has an estimated player base in the low 5 digits.0
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