Fan Favourite Store arrived
Comments
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Using this: 1 CP = 100 HP
500 shards = 167 pulls.
167*25cp/(3*7)= 198.8 or 200 cp
200cp = 20,000 hp
Alternatively, in shards store, these are the hp cost range for 500 classic 5* shards.Cheapest: 14000 hp or 140cp
Most expensive: 24210hp or 242cpCheapest is defined as buying the first 20 shards only per rotation. The first 20 shards cost 560 hp. Multiply it by 25 and you get 14,000hp.
Most expensive is defined as buying the entire set of 20 shards per rotation. Add all together and you get 24210hp.
It costs 720cp to buy a cover of an unlocked power.
To conclude, 200 cp per pull of non-latest looks pretty right in the range of 140cp to 240cp. It doesn't matter what the "right" cp cost is to the players because they will make sure it cost as low as possible.
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entrailbucket said:I'm surprised they don't poll stuff like this -- right now people can pull for 3 5* for 25cp, all the 5* for 20cp, or buy a cover outright for 250/500CP. That's a pretty big spread in terms of cost vs RNG!
It seems like there could be something in the middle, but they'd have to figure out how much people would be willing to pay for it.4 -
I think it helps to boil the numbers down a bit more for 5* covers:
1) You can buy any color of any cover for 720 CP (assuming you have at least 1)
2) In offers, you can occasionally buy one specific 5* cover of a specific color (not of your choosing) for 250 CP classics / 500 CP for latests
3) For latests and special vaults, you can buy a 15% chance at one of 9 random covers for 25 CP, which equates to 25 / .15 = 166 CP per cover
4) You can buy a 15% chance at one of 57 x 3 = 171 random covers for 20 CP, which equates to 20 / .15 = 133 CP per cover
You can start to see the "certainty" premium. I would say to keep the current "economy", a vault where you got 500 shards to apply to a 5* character of your choice would need to be slightly below 720 CP per cover, and probably a bit more if you could use it to get your "first" cover of that character. At 720 CP per cover, if we were keeping the same 15% pull rate, that vault should cost 720 * .15 = 108 per pull. Let's assume for the sake of argument it settles at 100--are people going to pull at that price?1 -
helix72 said:I think it helps to boil the numbers down a bit more for 5* covers:
1) You can buy any color of any cover for 720 CP (assuming you have at least 1)
2) In offers, you can occasionally buy one specific 5* cover of a specific color (not of your choosing) for 250 CP classics / 500 CP for latests
3) For latests and special vaults, you can buy a 15% chance at one of 9 random covers for 25 CP, which equates to 25 / .15 = 166 CP per cover
4) You can buy a 15% chance at one of 57 x 3 = 171 random covers for 20 CP, which equates to 20 / .15 = 133 CP per cover
You can start to see the "certainty" premium. I would say to keep the current "economy", a vault where you got 500 shards to apply to a 5* character of your choice would need to be slightly below 720 CP per cover, and probably a bit more if you could use it to get your "first" cover of that character. At 720 CP per cover, if we were keeping the same 15% pull rate, that vault should cost 720 * .15 = 108 per pull. Let's assume for the sake of argument it settles at 100--are people going to pull at that price?
I don't know if anyone would pull a 100cp token -- I certainly would not, ever, but I'm not representative of the wider playerbase.
Competitive players currently build huge resource hoards to circumvent RNG and directly buy what they want, and I assume those players would go on doing what they're doing. This kind of offer would be for a different sort of player, but I'm not sure who.0 -
Actually there's one more bit of math that's relevant when discussing buying covers and the "certainty premium" (also stealing that phrase) -- hoarder math.
How many pulls does it take to buy 3x champion latest? And how many to buy 3x 550? How much does that work out per cover?
That's what a targeted store would be competing with.0 -
So one of the things I have been thinking about lately is the challenge of jumping from 4* land to 5* land without hoarding. There is not an effective way to get a sting enough roster to compete in SCL 10 PVE without hoarding... you have to circumnavigate the economy by building a hoard to progress, which ultimately cuts off the dopamine drip you get from opening new tokens.
My guess is if you looked at the churn rate for players with 700+ days played you would see a abnormally high number of people who churn out with 20+ tokens on their account. You start hording then stop playing because it is no longer giving you the rush.
This is compounded by the lack of a reasonably priced option to buy your way through that wall. Ultimately you want to give a pathway to pay through the wall as it is probably one of the easiest and last chances, to convert FTP people to paying players, or to increase spend.
At that SCL9 you can earn ~1-1.5 LLs worth of CP/tokens per day if you are playing effectively, more if you are really cranking, but most players are not. So to collect a 300 pull hoard it takes around 300 days, which gives you 3 covered 5*s.
What I would do is split the the 5* favorites into two buckets, like 5*s 3 years or older (let's call them super classics) and everyone else. Let players choose one of each, then on your FIRST LL token pull of the day give a players a 15% or equivalent chance of awarding 500 shards for these super classic 5*s in place of a 4* cover. That would give you a champed super classic every 195 days or so...
The super classics are not going to hold their own against meta new 5*s, but I think it would be enough to incentivise more casual players to find an alternative path to hoarding.
If you really wanted to convert players from FTP you would make it a $ purchase or VIP only perk.... Anyways just a thought.0 -
Just thinking out loud.
There are currently 44 (? someone correct me if I'm wrong) 3*. They are easily obtainable via a range of tokens, sharts, and DDQ.
With [half of none], that makes it 62 5*. All but three of them are gated behind an atrocious drop rate in Classics, and for those not in Latests, players have to either hope they pop up in a store, or wait for them to come around as shart rewards. And even for the latter, they might just get skipped in PVE progression in favour of a new 5*.
5* are no longer the golden geese they once were. It's high time the devs stopped being so stingy about them. Giving a guaranteed 5* cover every 5 days, and having 3-4 5* covers in vaults, is nowhere near gamebreaking. Neither is making a Classic 5* cover in HfH 100CP, instead of the current 250CP. Making the pull rate 25%. I'm sure others can think of many more options. Alas, I can only dream.
Having said that, the 4* dilution is even worse, but at least one can reasonably hit 13 covers for a new 4* in a short amount of time, provided one plays CL10 constantly, and taking RNG out of the equation. The same can't be said for 5*.1 -
The first step to solving this problem is to determine what % of the playerbase wants to champ all 5*. I'm confident to say it's not more than 5% of the entire playerbase.
To support my view, majority if your playerbase don't even care about the meta or play full progression. If you don't believe me, jump into a top 5000-10000 alliance for 1 month and note down how many bother to play like "us". You see all sort of non-meta or even "trash" character being maxed out first in 3* and 4* land. Some even pops in once every couple days.
Casual players should be able to champ 1-2 5* of their choice via milestone rewards even if they don't hoard. As a matter of fact, milestone rewards don't encourage hoarding.
The thing I noticed about casual players in general, correct me If I'm wrong, is that they want to play casually and don't want to spend a lot to speed up their progress, but at the same time, they want to progress like the top 1-5% of the playerbase. Realistically, any suggestion that attempts to narrow these two extreme gaps will never happen, unless the dev shuts down the game.
If you do that, it's as good as p2w. Champ a classic every 195 days? Impossible. The game gives you a 5* cover every 90 days after certain in game day and that's a total of 4 per year. Yours mean ~26 5* cover a year.
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helix72 said:I think it helps to boil the numbers down a bit more for 5* covers:
1) You can buy any color of any cover for 720 CP (assuming you have at least 1)
2) In offers, you can occasionally buy one specific 5* cover of a specific color (not of your choosing) for 250 CP classics / 500 CP for latests
3) For latests and special vaults, you can buy a 15% chance at one of 9 random covers for 25 CP, which equates to 25 / .15 = 166 CP per cover
4) You can buy a 15% chance at one of 57 x 3 = 171 random covers for 20 CP, which equates to 20 / .15 = 133 CP per cover
You can start to see the "certainty" premium. I would say to keep the current "economy", a vault where you got 500 shards to apply to a 5* character of your choice would need to be slightly below 720 CP per cover, and probably a bit more if you could use it to get your "first" cover of that character. At 720 CP per cover, if we were keeping the same 15% pull rate, that vault should cost 720 * .15 = 108 per pull. Let's assume for the sake of argument it settles at 100--are people going to pull at that price?0 -
None of us pull at 15%TheEyeDoctorsWife said:
The only reason we even read those forums is for the schadenfreude to see if someone’s pull rate was much worse than your own.4 -
Going back to the cost of CP stores, it does remind me that they did once do a 30CP store for the Civil War releases that only had Cap and Iron Man in each one (I think I remember that correctly?). Maybe they could do a variation on that each month that has a revolving Classic available for the 30CP? Obviously it is a hike in price from the Classic store but if you pull a 5 from it you are guaranteed a character you want if not a cover you want so it might have ia place both for those chasing long lost meta and trying to champ 'em all?
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TheEyeDoctorsWife said:helix72 said:I think it helps to boil the numbers down a bit more for 5* covers:
1) You can buy any color of any cover for 720 CP (assuming you have at least 1)
2) In offers, you can occasionally buy one specific 5* cover of a specific color (not of your choosing) for 250 CP classics / 500 CP for latests
3) For latests and special vaults, you can buy a 15% chance at one of 9 random covers for 25 CP, which equates to 25 / .15 = 166 CP per cover
4) You can buy a 15% chance at one of 57 x 3 = 171 random covers for 20 CP, which equates to 20 / .15 = 133 CP per cover
You can start to see the "certainty" premium. I would say to keep the current "economy", a vault where you got 500 shards to apply to a 5* character of your choice would need to be slightly below 720 CP per cover, and probably a bit more if you could use it to get your "first" cover of that character. At 720 CP per cover, if we were keeping the same 15% pull rate, that vault should cost 720 * .15 = 108 per pull. Let's assume for the sake of argument it settles at 100--are people going to pull at that price?
I don't think this is quite right either? I think the Store's advertised odds has to deliver at some point or else it would be illegal, what it doesn't say is how many pulls you need to make in order to achieve that. I believe (could be wrong) that a players 5* draws are in fact not 100% RNG but are in fact pre-picked (this is randomly done but a 5* cover is placed at various number on a path as drawn and it is pure RNG as to which 5* cover you get from those available). So you are guaranteed to get a 5* cover eventually and may even get a flurry of them to even out dry spells. This was done like this to fix a past exploit - I am sure one of the other forumites will remember better than I am about this.
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Nothing is truly random since everything based in software is based on an algorithm.
But the algorithm has the odds based on infinite pulls. It’s just kind of the way it works.
People seem to remember bad luck better than good luck, like the 30 pulls from the last anniversary event that netted me 0 5*s. That one will sting me until I quit the game.0 -
In fact they are prepicked.
If you pull 60 times in a store and you got 20 5*s you will say it was a whopping 34% (i.e).
However what people fails to take in calculations is to continue pulling another 60 times and getting perhaps 6 5*s(i.e but happened to me often).
The second case is not so joyful and it's something for to better forget, but by the fact is the RMM taking his tax.
If you are really interested in the characters you will continue pulling and the % will even.
If not, and you stop there, then you obtain your relative profit(and possibly your continuous thinking on "if I had pulled a bit more").0 -
DAZ0273 said:TheEyeDoctorsWife said:helix72 said:I think it helps to boil the numbers down a bit more for 5* covers:
1) You can buy any color of any cover for 720 CP (assuming you have at least 1)
2) In offers, you can occasionally buy one specific 5* cover of a specific color (not of your choosing) for 250 CP classics / 500 CP for latests
3) For latests and special vaults, you can buy a 15% chance at one of 9 random covers for 25 CP, which equates to 25 / .15 = 166 CP per cover
4) You can buy a 15% chance at one of 57 x 3 = 171 random covers for 20 CP, which equates to 20 / .15 = 133 CP per cover
You can start to see the "certainty" premium. I would say to keep the current "economy", a vault where you got 500 shards to apply to a 5* character of your choice would need to be slightly below 720 CP per cover, and probably a bit more if you could use it to get your "first" cover of that character. At 720 CP per cover, if we were keeping the same 15% pull rate, that vault should cost 720 * .15 = 108 per pull. Let's assume for the sake of argument it settles at 100--are people going to pull at that price?
I don't think this is quite right either? I think the Store's advertised odds has to deliver at some point or else it would be illegal, what it doesn't say is how many pulls you need to make in order to achieve that. I believe (could be wrong) that a players 5* draws are in fact not 100% RNG but are in fact pre-picked (this is randomly done but a 5* cover is placed at various number on a path as drawn and it is pure RNG as to which 5* cover you get from those available). So you are guaranteed to get a 5* cover eventually and may even get a flurry of them to even out dry spells. This was done like this to fix a past exploit - I am sure one of the other forumites will remember better than I am about this.1 -
TheEyeDoctorsWife said:helix72 said:I think it helps to boil the numbers down a bit more for 5* covers:
1) You can buy any color of any cover for 720 CP (assuming you have at least 1)
2) In offers, you can occasionally buy one specific 5* cover of a specific color (not of your choosing) for 250 CP classics / 500 CP for latests
3) For latests and special vaults, you can buy a 15% chance at one of 9 random covers for 25 CP, which equates to 25 / .15 = 166 CP per cover
4) You can buy a 15% chance at one of 57 x 3 = 171 random covers for 20 CP, which equates to 20 / .15 = 133 CP per cover
You can start to see the "certainty" premium. I would say to keep the current "economy", a vault where you got 500 shards to apply to a 5* character of your choice would need to be slightly below 720 CP per cover, and probably a bit more if you could use it to get your "first" cover of that character. At 720 CP per cover, if we were keeping the same 15% pull rate, that vault should cost 720 * .15 = 108 per pull. Let's assume for the sake of argument it settles at 100--are people going to pull at that price?
I actually understand more than basic probability and statistics, I have an advanced designation in both. Everything you say is true yet none of it negates my logic. A binomial distribution never guarantees anything, and with more pulls the confidence interval around outcomes shrinks. As an example, for LTs
Pull 100 times, chance of 10 or fewer 5*: 9.9%
Pull 200 times, chance of 20 or fewer 5*: 2.5%
The certainty premium applies not just to the chance that you will pull a 5*, but the chance that you are certain to pull the one you want. You are correct that I’m no more certain to pull a 5* from LTs than I am from Classics, but I am much more certain that the 5* I pull (assuming it is in the vault in the first place) is the one I want if I do pull one.5 -
And that's where the hoarders come in. Essentially, if you can amass enough pulls, you can buy out the certainty premium.
This discussion casts a number of things in a different light. Players apparently really, really hate RNG and will do just about anything to circumvent it. (Oddly, I love RNG! I like being surprised by what I get)
Now I have more doubts about whether people would pay for a 100cp token...I think they might!1 -
TheEyeDoctorsWife said:DAZ0273 said:TheEyeDoctorsWife said:helix72 said:I think it helps to boil the numbers down a bit more for 5* covers:
1) You can buy any color of any cover for 720 CP (assuming you have at least 1)
2) In offers, you can occasionally buy one specific 5* cover of a specific color (not of your choosing) for 250 CP classics / 500 CP for latests
3) For latests and special vaults, you can buy a 15% chance at one of 9 random covers for 25 CP, which equates to 25 / .15 = 166 CP per cover
4) You can buy a 15% chance at one of 57 x 3 = 171 random covers for 20 CP, which equates to 20 / .15 = 133 CP per cover
You can start to see the "certainty" premium. I would say to keep the current "economy", a vault where you got 500 shards to apply to a 5* character of your choice would need to be slightly below 720 CP per cover, and probably a bit more if you could use it to get your "first" cover of that character. At 720 CP per cover, if we were keeping the same 15% pull rate, that vault should cost 720 * .15 = 108 per pull. Let's assume for the sake of argument it settles at 100--are people going to pull at that price?
I don't think this is quite right either? I think the Store's advertised odds has to deliver at some point or else it would be illegal, what it doesn't say is how many pulls you need to make in order to achieve that. I believe (could be wrong) that a players 5* draws are in fact not 100% RNG but are in fact pre-picked (this is randomly done but a 5* cover is placed at various number on a path as drawn and it is pure RNG as to which 5* cover you get from those available). So you are guaranteed to get a 5* cover eventually and may even get a flurry of them to even out dry spells. This was done like this to fix a past exploit - I am sure one of the other forumites will remember better than I am about this.
Each of us has a pre-determined path of draws in stores. That path is RNG generated but operates under the parameter that during X amount of draws we will achieve a 15% pull rate. We might have 5* draws for pull no 27, 28 and 30 and then go 30 pulls with nothing but we will get another 5* if we keep drawing because it has already been programmed that we will. Of course we have no idea what the parameters are but they exist, it is guaranteed which is why they can advertise the odds because they know they can fulfill the odds at some point.
What is completely RNG is which 5* cover we get as we go down our path. In latest, each time we hit our designated 5* pull we have a one in 3 chance on the character we get which is pure RNG but when we hit that place on the path, we will get a 5* cover.2 -
DAZ0273 said:
I don't think this is quite right either? I think the Store's advertised odds has to deliver at some point or else it would be illegal, .
Japan has a set of very specific laws about gacha-based games like this (due to a number of quite serious scandals over the years), but I don't know if they regulate or test the odds in stores, or if their laws apply to non-Japanese games. As far as I know, no other country has implemented regulations like that.
A few years ago, governments in many countries were becoming interested in regulating lootbox/gacha type games, but the push seems to have fallen off and I haven't heard anything about it recently.
I've seen no indication that MPQ or any other game lies about their odds, but in most countries there is absolutely nothing legally stopping them from doing so.1 -
entrailbucket said:DAZ0273 said:
I don't think this is quite right either? I think the Store's advertised odds has to deliver at some point or else it would be illegal, .
Japan has a set of very specific laws about gacha-based games like this (due to a number of quite serious scandals over the years), but I don't know if they regulate or test the odds in stores, or if their laws apply to non-Japanese games. As far as I know, no other country has implemented regulations like that.
A few years ago, governments in many countries were becoming interested in regulating lootbox/gacha type games, but the push seems to have fallen off and I haven't heard anything about it recently.
I've seen no indication that MPQ or any other game lies about their odds, but in most countries there is absolutely nothing legally stopping them from doing so.0
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