This is How You Fix Dilution

bbigler
Posts: 2,112 Chairperson of the Boards
I'm writing this in hope that the dev team reads it (as advertised):
The problem: players progress quickly and want to build the 4* characters, but because there are 69 of them (and growing) and most players only get 10 - 20 covers per week, so it takes forever to fully cover any one of them. This same kind of problem exists with older 5*s.
Failed Solutions: Vaulting = only including the latest 12 in tokens. This obviously worked for building the newest 4*s, but the older 4*s stopped in their tracks. Fix #2 Increased Odds for the latest 12 in tokens. This hybrid approach still didn't work well either.
My Solution: First, combine Latest & Classic tokens into 1 store costing 25 CP. Second, allow players to choose a subset of characters to pull from for that store (this subset can be changed at any time - the default subset would be the latest). The subset must contain exactly 8 x 5*s and 20 x 4*s. This is roughly 1/3 from each tier and the size of the subset would not change as more characters are released. In addition to this change, make the new 5* store contain only the newest 5*, not 3 x 5*s. This change would have the following benefits:
The problem: players progress quickly and want to build the 4* characters, but because there are 69 of them (and growing) and most players only get 10 - 20 covers per week, so it takes forever to fully cover any one of them. This same kind of problem exists with older 5*s.
Failed Solutions: Vaulting = only including the latest 12 in tokens. This obviously worked for building the newest 4*s, but the older 4*s stopped in their tracks. Fix #2 Increased Odds for the latest 12 in tokens. This hybrid approach still didn't work well either.
My Solution: First, combine Latest & Classic tokens into 1 store costing 25 CP. Second, allow players to choose a subset of characters to pull from for that store (this subset can be changed at any time - the default subset would be the latest). The subset must contain exactly 8 x 5*s and 20 x 4*s. This is roughly 1/3 from each tier and the size of the subset would not change as more characters are released. In addition to this change, make the new 5* store contain only the newest 5*, not 3 x 5*s. This change would have the following benefits:
- Dilution is no longer a problem, but the pool is large enough to ensure the random nature of the tokens
- Players would be super, super happy to be able to target the characters they want to cover
- As characters get champed, players can decide to either change their character choices or just add champ levels
- This would eliminate hoarding since it would no longer be an advantage
- If players just want the newest 5*, then they can buy tokens from that specific store when the character is released.
2
Comments
-
Don't let the player choose. Just offer the packs based on when they were released. Have a "First grouping" pack, which has the first 6x 5* and the first 15x 4*. Then offer a "second grouping" that has the 7th released 5* thru the 12th released one (and the 16th - 30th 4*), and so on.keep the latest 3x 5* and 8x 4* in a "latest pack". This might mean that some of them are doubled up, so be it. The odds will be slightly different between the 2 packs as will the other rewards.1
-
Before the saved covers feature I would have said they'd never have a feature where you can choose like that. However, we can now save up to 100 covers for an unchamped character so what do I know?
It's a cool idea, and it would certainly give control, I think it would also hurt the game. People keep coming back (whether they realize it or not) because they get dopamine hits from the slot machine gamboling. Take that away completely and I think there would be a gradual drop off of engagement that would eventually be a mass exodus if not corrected soon after. Either because the draw was gone or people achieved their goals too quickly. I've already heard several in my alliance say they are starting to see this just after the saved covers change. They no longer feel pressure to try and beat the system and that was why they kept playing, trying to beat the house.
Alternative ideas:
Why not just increase the % chance of BH by a significant margin and instead of it being a complete bonus cover you have a like 25% chance to get that character every pull.
Break up the covers into multiple smaller vaults as abmoraz and many before him has said.
My personal favorite, create higher tiers more frequently and as a new tier comes out increase the odds of the previous tier. This will never fix the 4* tier, they missed the boat on doing it this way for that tier well over a year ago IMO, but let's at least get a cadence to prevent it from continuing to worsen or happen to other tiers.1 -
abmoraz said:Don't let the player choose. Just offer the packs based on when they were released. Have a "First grouping" pack, which has the first 6x 5* and the first 15x 4*. Then offer a "second grouping" that has the 7th released 5* thru the 12th released one (and the 16th - 30th 4*), and so on.keep the latest 3x 5* and 8x 4* in a "latest pack". This might mean that some of them are doubled up, so be it. The odds will be slightly different between the 2 packs as will the other rewards.
Group 1: 4*s #1 - 15 + 5*s #1 - 6
Group 2: 4*s #16 - 30 + 5*s #7 - 12
Group 3: 4*s #31 - 45 + 5*s #13 - 18
Group 4: 4*s #46 - 60 + 5*s #19 - 24
Group 5: 4*s #61 - 69 + 5*s #25 - 26 - the problem, group is too small
Group 4&5: 4*s #46 - 69 + 5*s #19 - 26 - also a problem, group is diluted compared to others
0 -
bbigler said:abmoraz said:Don't let the player choose. Just offer the packs based on when they were released. Have a "First grouping" pack, which has the first 6x 5* and the first 15x 4*. Then offer a "second grouping" that has the 7th released 5* thru the 12th released one (and the 16th - 30th 4*), and so on.keep the latest 3x 5* and 8x 4* in a "latest pack". This might mean that some of them are doubled up, so be it. The odds will be slightly different between the 2 packs as will the other rewards.
Group 1: 4*s #1 - 15 + 5*s #1 - 6
Group 2: 4*s #16 - 30 + 5*s #7 - 12
Group 3: 4*s #31 - 45 + 5*s #13 - 18
Group 4: 4*s #46 - 60 + 5*s #19 - 24
Group 5: 4*s #61 - 69 + 5*s #25 - 26 - the problem, group is too small
Group 1: 4*s #1 - 15 + 5*s #1 - 6
Group 2: 4*s #16 - 30 + 5*s #7 - 12
Group 3: 4*s #31 - 45 + 5*s #13 - 18
Group 4: 4*s #46 - 71 + 5*s #19 - 26
When both 4*s and 5*s are double or more the other groups (15 4*s & 6 5*s from your example) then split off a new group. Rinse and repeat ad infinum.
PS - You keep quoting 69 5*s there are currently 71, Nebula will be 72.0 -
I can't imagine they'll ever split 4*s like this, if only because 4*s aren't perceived as being equal value, so this would be an easy way to, for example, never draw War Machine ever again. Tools to avoid drawing the characters we don't want have never been something we've been given.0
-
Why not just split the 4* into two or three groups. The groups can be random and can switch every so often. Each week you pick the group you want. The tokens, CP, or HP can be used for that group only. Then you could do the same with the classic 5*s. Leave the Latest Legends alone.0
-
broll said:bbigler said:abmoraz said:Don't let the player choose. Just offer the packs based on when they were released. Have a "First grouping" pack, which has the first 6x 5* and the first 15x 4*. Then offer a "second grouping" that has the 7th released 5* thru the 12th released one (and the 16th - 30th 4*), and so on.keep the latest 3x 5* and 8x 4* in a "latest pack". This might mean that some of them are doubled up, so be it. The odds will be slightly different between the 2 packs as will the other rewards.
Group 1: 4*s #1 - 15 + 5*s #1 - 6
Group 2: 4*s #16 - 30 + 5*s #7 - 12
Group 3: 4*s #31 - 45 + 5*s #13 - 18
Group 4: 4*s #46 - 60 + 5*s #19 - 24
Group 5: 4*s #61 - 69 + 5*s #25 - 26 - the problem, group is too small
Group 1: 4*s #1 - 15 + 5*s #1 - 6
Group 2: 4*s #16 - 30 + 5*s #7 - 12
Group 3: 4*s #31 - 45 + 5*s #13 - 18
Group 4: 4*s #46 - 71 + 5*s #19 - 26
When both 4*s and 5*s are double or more the other groups (15 4*s & 6 5*s from your example) then split off a new group. Rinse and repeat ad infinum.
PS - You keep quoting 69 5*s there are currently 71, Nebula will be 72.
Also, having the final group grow until double size and then split, being diluted most of the time, I already commented on and said that's a bad idea too, especially since that group would contain the newest and thus least covered characters. Nevertheless, any kind of grouping, whether pre-defined or user-defined would be better than what we have now.
0 -
I don't want my 5s tied to 4s.I draw Latest based on what 5s are in there, I don't care about the 4s.
Unless the current tokens stay in addition to extra types of tokens, I'm not interested.0 -
Bowgentle said:I don't want my 5s tied to 4s.I draw Latest based on what 5s are in there, I don't care about the 4s.
Unless the current tokens stay in addition to extra types of tokens, I'm not interested.
Currently, it's extremely difficult to fully cover Classic 5*s.
0 -
bbigler said:Bowgentle said:I don't want my 5s tied to 4s.I draw Latest based on what 5s are in there, I don't care about the 4s.
Unless the current tokens stay in addition to extra types of tokens, I'm not interested.
Currently, it's extremely difficult to fully cover Classic 5*s.
Feeders will eventually finish Thanos and Thor, who basically are the only classic 5s you need.0 -
bbigler said:broll said:bbigler said:abmoraz said:Don't let the player choose. Just offer the packs based on when they were released. Have a "First grouping" pack, which has the first 6x 5* and the first 15x 4*. Then offer a "second grouping" that has the 7th released 5* thru the 12th released one (and the 16th - 30th 4*), and so on.keep the latest 3x 5* and 8x 4* in a "latest pack". This might mean that some of them are doubled up, so be it. The odds will be slightly different between the 2 packs as will the other rewards.
Group 1: 4*s #1 - 15 + 5*s #1 - 6
Group 2: 4*s #16 - 30 + 5*s #7 - 12
Group 3: 4*s #31 - 45 + 5*s #13 - 18
Group 4: 4*s #46 - 60 + 5*s #19 - 24
Group 5: 4*s #61 - 69 + 5*s #25 - 26 - the problem, group is too small
Group 1: 4*s #1 - 15 + 5*s #1 - 6
Group 2: 4*s #16 - 30 + 5*s #7 - 12
Group 3: 4*s #31 - 45 + 5*s #13 - 18
Group 4: 4*s #46 - 71 + 5*s #19 - 26
When both 4*s and 5*s are double or more the other groups (15 4*s & 6 5*s from your example) then split off a new group. Rinse and repeat ad infinum.
PS - You keep quoting 69 5*s there are currently 71, Nebula will be 72.
Also, having the final group grow until double size and then split, being diluted most of the time, I already commented on and said that's a bad idea too, especially since that group would contain the newest and thus least covered characters. Nevertheless, any kind of grouping, whether pre-defined or user-defined would be better than what we have now.
IMO the doubling isn't that bad. At worst using your numbers there would be 30 4* s in a tier which is far better odds than 68 and growing. Making the newest harder to get would be what helps drive people to keep trying (or paying) for more pulls which is good for engagement and financial longevity of the game. We don't know the reason, but the devs walked away from the Latest concept, it's possible it was hurting these factors to some extent.
Another alternative to doubling would be to add each new character to a vault round robin style. This would also to some extent help with Bow's concern as to stay current you'd have to pull from different groups and not just live in one forever (the newest). So in your example:
Group 1: 4*s #1 - 18 + 5*s #1 - 7
Group 2: 4*s #18 - 34 + 5*s #7 - 12
Group 3: 4*s #35 - 51 + 5*s #13 - 18
Group 4: 4*s #53 - 68 + 5*s #19 - 25
Releases going forward would go:
4* release - added to Group 2
4* release - added to Group 3
5* release - added to Group 2
4* release - added to Group 4
4* release - added to Group 1
5* release - added to Group 3
Then once a critical mass reaches they add a new group and reshuffle (potentially even randomly) to create 5 groups.0 -
broll said:
Another alternative to doubling would be to add each new character to a vault round robin style. This would also to some extent help with Bow's concern as to stay current you'd have to pull from different groups and not just live in one forever (the newest). So in your example:
Group 1: 4*s #1 - 18 + 5*s #1 - 7
Group 2: 4*s #18 - 34 + 5*s #7 - 12
Group 3: 4*s #35 - 51 + 5*s #13 - 18
Group 4: 4*s #53 - 68 + 5*s #19 - 25
Releases going forward would go:
4* release - added to Group 2
4* release - added to Group 3
5* release - added to Group 2
4* release - added to Group 4
4* release - added to Group 1
5* release - added to Group 3
Then once a critical mass reaches they add a new group and reshuffle (potentially even randomly) to create 5 groups.
0 -
bbigler said:broll said:
Another alternative to doubling would be to add each new character to a vault round robin style. This would also to some extent help with Bow's concern as to stay current you'd have to pull from different groups and not just live in one forever (the newest). So in your example:
Group 1: 4*s #1 - 18 + 5*s #1 - 7
Group 2: 4*s #18 - 34 + 5*s #7 - 12
Group 3: 4*s #35 - 51 + 5*s #13 - 18
Group 4: 4*s #53 - 68 + 5*s #19 - 25
Releases going forward would go:
4* release - added to Group 2
4* release - added to Group 3
5* release - added to Group 2
4* release - added to Group 4
4* release - added to Group 1
5* release - added to Group 3
Then once a critical mass reaches they add a new group and reshuffle (potentially even randomly) to create 5 groups.
For people who don't like those vaults, they could keep classics as is and people that don't like the grouping concept can pull from diluted pools at a discounted rate.
0 -
bbigler said:abmoraz said:Don't let the player choose. Just offer the packs based on when they were released. Have a "First grouping" pack, which has the first 6x 5* and the first 15x 4*. Then offer a "second grouping" that has the 7th released 5* thru the 12th released one (and the 16th - 30th 4*), and so on.keep the latest 3x 5* and 8x 4* in a "latest pack". This might mean that some of them are doubled up, so be it. The odds will be slightly different between the 2 packs as will the other rewards.
Group 1: 4*s #1 - 15 + 5*s #1 - 6
Group 2: 4*s #16 - 30 + 5*s #7 - 12
Group 3: 4*s #31 - 45 + 5*s #13 - 18
Group 4: 4*s #46 - 60 + 5*s #19 - 24
Group 5: 4*s #61 - 69 + 5*s #25 - 26 - the problem, group is too small
Group 4&5: 4*s #46 - 69 + 5*s #19 - 26 - also a problem, group is diluted compared to othersGroups 1 thru 4 are as you said.Group 5 becomes: 4*s #55 - 69 + 5*s #21 - 26.So every group has 15x 4* and 6x 5*, but group #4 and group #5 have some overlap in their covers; in this case: 4* #55-60 are in 2 different packs as are 5* #21-24. If you are targeting one of those covers, you will have a choice of which pack to purchase.2 -
abmoraz said:bbigler said:abmoraz said:Don't let the player choose. Just offer the packs based on when they were released. Have a "First grouping" pack, which has the first 6x 5* and the first 15x 4*. Then offer a "second grouping" that has the 7th released 5* thru the 12th released one (and the 16th - 30th 4*), and so on.keep the latest 3x 5* and 8x 4* in a "latest pack". This might mean that some of them are doubled up, so be it. The odds will be slightly different between the 2 packs as will the other rewards.
Group 1: 4*s #1 - 15 + 5*s #1 - 6
Group 2: 4*s #16 - 30 + 5*s #7 - 12
Group 3: 4*s #31 - 45 + 5*s #13 - 18
Group 4: 4*s #46 - 60 + 5*s #19 - 24
Group 5: 4*s #61 - 69 + 5*s #25 - 26 - the problem, group is too small
Group 4&5: 4*s #46 - 69 + 5*s #19 - 26 - also a problem, group is diluted compared to othersGroups 1 thru 4 are as you said.Group 5 becomes: 4*s #55 - 69 + 5*s #21 - 26.So every group has 15x 4* and 6x 5*, but group #4 and group #5 have some overlap in their covers; in this case: 4* #55-60 are in 2 different packs as are 5* #21-24. If you are targeting one of those covers, you will have a choice of which pack to purchase.
0 -
I think they should make a weekly rotating store. 1 latest 5, 2 classic 5s, 12 random 4s that are 12x, the remaining 4s at 1x.0
-
Does this idea allow you to limit your need for roster slots? Yes. Are roster slots the #1 driver of spending in game? Yes.
Sadly, any idea like this will never therefore be implemented.
Perhaps a better/more generous bonus reward structure would be considered.0 -
bluewolf said:Does this idea allow you to limit your need for roster slots? Yes. Are roster slots the #1 driver of spending in game? Yes.
Sadly, any idea like this will never therefore be implemented.
Perhaps a better/more generous bonus reward structure would be considered.
1 -
What I meant was that the removal of weighted odds for any 4 (when “Latest” odds were removed) means that you have an equal chance of getting any of 70 characters when you get a 4. Saved covers largely removed the concern of opening tokens where you might waste covers or wait until you had the iso. The only thing that might stop someone from opening now is having roster space, and therefore, the odds are that you are forced into buying a roster slot if you don’t have self control. Or at least, feel the need/want to buy that roster slot.
It is true that making people essential is also a reason to roster everyone, but the new dilution also makes it likely that you will see everyone as you build your roster.
My view is that the trade off we received as players for saved covers was that we would feel more roster slot pressure when opening.
I am not going to disagree that the current system is lousy for anyone coming up from 3* tier.0 -
In general, there are lots of good thoughts in here. I don't have an awful lot to add, but support for the concept. Anything that helps the 3-to-4 transition not take literally years is a plus in my book.2
Categories
- All Categories
- 45.1K Marvel Puzzle Quest
- 1.5K MPQ News and Announcements
- 20.5K MPQ General Discussion
- 3K MPQ Tips and Guides
- 2.1K MPQ Character Discussion
- 172 MPQ Supports Discussion
- 2.5K MPQ Events, Tournaments, and Missions
- 2.8K MPQ Alliances
- 6.4K MPQ Suggestions and Feedback
- 6.3K MPQ Bugs and Technical Issues
- 13.8K Magic: The Gathering - Puzzle Quest
- 523 MtGPQ News & Announcements
- 5.5K MtGPQ General Discussion
- 99 MtGPQ Tips & Guides
- 432 MtGPQ Deck Strategy & Planeswalker Discussion
- 305 MtGPQ Events
- 60 MtGPQ Coalitions
- 1.2K MtGPQ Suggestions & Feedback
- 5.7K MtGPQ Bugs & Technical Issues
- 548 Other 505 Go Inc. Games
- 21 Puzzle Quest: The Legend Returns
- 5 Adventure Gnome
- 6 Word Designer: Country Home
- 381 Other Games
- 142 General Discussion
- 239 Off Topic
- 7 505 Go Inc. Forum Rules
- 7 Forum Rules and Site Announcements