111MCH111 said: It works...... The fun factor of lucky draw is gone....that is a pitty
abmoraz said: As someone else (not me) crunched the numbers in another thread, Shards work in the player's favor if they are not in the 5-star tier. Shards give more 3 and 4 star rewards than bonus heroes did. However, it is the reverse for 5* tier. They are worse off now with shards.Specifically:- Legendary tokens (latest and classic) give out 4star and 5star covers slower than before (-13% for 4star and -26% for 5star)- Heroic tokens give out 3star covers faster than before (+70%) and give out 4* covers much faster (+140% more often)-Elite tokens give out 3* covers insanely faster (+243%) but 4* covers infinitely slower (they no longer do)-The math wasn't done on Standard tokensSo in conclusion: if you need 3* covers, this system benefits you immensely. If you need 4* covers, It's slightly in your favor. If you need 5*s, you got boned.
abmoraz said:- Heroic tokens give out 3star covers faster than before (+70%) and give out 4* covers much faster (+140% more often)-Elite tokens give out 3* covers insanely faster (+243%) but 4* covers infinitely slower (they no longer do)-The math wasn't done on Standard tokens
wymtime said: I am hoping for a big change in rewards for progression in PVE and PVP this offseason to include shards for favorited characters. This would help increase the frequency of getting the targeted character faster.
DAZ0273 said: wymtime said: I am hoping for a big change in rewards for progression in PVE and PVP this offseason to include shards for favorited characters. This would help increase the frequency of getting the targeted character faster. I'm guessing this isn't likely. Instead what you will get is a rotating character shards prize based upon 3, 4 (maybe 5?) essentials or whose PvP it is. That is how I have seen it in other games with shards like systems - always character specific.
wymtime said: DAZ0273 said: wymtime said: I am hoping for a big change in rewards for progression in PVE and PVP this offseason to include shards for favorited characters. This would help increase the frequency of getting the targeted character faster. I'm guessing this isn't likely. Instead what you will get is a rotating character shards prize based upon 3, 4 (maybe 5?) essentials or whose PvP it is. That is how I have seen it in other games with shards like systems - always character specific. I can see that happening. Hopefully CL9 will give out 5* shards.
Therealsmkspy said: Character specific shards are the worst. All those wasted shard prediction were spot on.My example. 1/5/5 Mysterio. Pulled a purple to make him 2/5/5. Okay, great. The odds are massively against me pulling another purple. I shard him and have collected 168 shards. And what did I just pull? Another purple to champ him. Now I've got a 168 wasted shards. What a great system.
Warbringa said: Therealsmkspy said: Character specific shards are the worst. All those wasted shard prediction were spot on.My example. 1/5/5 Mysterio. Pulled a purple to make him 2/5/5. Okay, great. The odds are massively against me pulling another purple. I shard him and have collected 168 shards. And what did I just pull? Another purple to champ him. Now I've got a 168 wasted shards. What a great system. That is one way to look at it. I would look at it as well now I have 232 shards I don't have to apply to him. I mean you were willing to apply 400 shards to get that next cover for him when you made him your target and now you don't have to. 168 shards is the opportunity cost of choosing him and getting the cover through random draw, which as you mentioned was really low in probability. Technically speaking, the developers would say those shards are not wasted as you are 168 shards closer to another cover, which is true. I understand though your point is now you wish you had those 168 shards applied to another character. This is the new risk you take in this system. Using shards to get the 13th cover, the risk in the new system is pulling the 13th cover. In the old system, you would have accepted a similar risk by making Mysterio a bonus hero and getting one of his yellow or blue covers that you already had at 5 covers. In the old system since this risk was so high, you may have simply chosen to not bonus hero Mysterio. If that is the case, then shards allows you more choices since you obviously wanted to cover Mysterio. You are "out" only 168 shards...instead of an entire character cover under the old bonus hero system had you received a blue or yellow bonus cover. I think the main issue is that the player view of "wasted" shards is not the same as the developers. Certain play styles and roster building have been benefited or been hurt by the new system as the forums can attest. The old system had the same issue of benefiting some and hurting others as well.
broll said: Therealsmkspy said: Character specific shards are the worst. All those wasted shard prediction were spot on.My example. 1/5/5 Mysterio. Pulled a purple to make him 2/5/5. Okay, great. The odds are massively against me pulling another purple. I shard him and have collected 168 shards. And what did I just pull? Another purple to champ him. Now I've got a 168 wasted shards. What a great system. I'd like to see that math because I'm positive that's incorrect. The odds are more likely good you won't pull it, not massively against it, but I haven't run them myself. Just going off my experience pulling a ton since shards launched while having 10 0 covered 4*s and seeing how slowly they are filling with covers. Odds are probably fair you'll get a single cover, which means 66% it's the wrong cover and odds are not good you'll get a second 1:3 chance before you have your shards. Even if you did luck into covering, enjoy your bonus level when you get it because nothing was wasted.