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Message Publié : 16 Juin 2013, 06:22 
Marchand

Inscription : 08 Avril 2013, 21:11
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Economy Fix
I've been here for quite some time, and I've seen/experienced most of the issues that prevent Eredan from growing a large, healthy, paying audience, as well as the ever-evolving affliction to it's in game economy. Giving feerik's staunch about the pricing and their recent gratuitous amount of events that just scream "we need money", I'm making these suggestions in hopes that several integral problems can be solved, and the community can bloom once more. Even if, as stated by zurga, the forum community is no more than ten percent of the game's audience, the forums only have a handful of truly active members per language. It's often a ghost town outside of update day on the english forums... I'm taking the time to refine what was previously posted, and everything will be explained as orderly as possible.
In order to stabilize the market and avoid discouraging new players from doing what they do on Kongregate, (y'know, downrate it and leave immediately):
A- Allow all players to sell 1 card at any given time regardless of market status.
B- Add each booster to the champion's hall with a Medallion price equal to it's feez price.
C- Introduce new uses for crystals(1)
D- Modify tournament rewards (2)
E- Modify gameplay related crystal rewards(3)
F-Add feez prices to every non legendary card up to and including Act 5(4)
G-Permanently add the legendary booster(s) to the store.(5)
H-Make Kroub's Shop permanent

1-Uses for crystals outside of the player shop
1a- Guild shop
1b- Lite boosters

2-Tournament reward alterations
- Halve the crystal rewards for all tournaments
- Double the medallions rewarded to ranking players
- Replace the masters tournament rewards with gratuitous medallions

3-Level Based crystal rewards
-Level 15, 18, and 20: +5 to crystals rewarded through games
-20-30 Even levels: +10 to crystals rewarded through games
-30-60 Odd levels:+15 to crystals rewarded through games
-60+ : +5 crystals rewarded through games every level.

4- Individual card purchases from the "Ancient" Acts
-Rare cards at 499 Feez
-Uncommon cards at 99 Feez
-Common Cards 9 feez

5- Legendary packs
-Two separate packs, Global and standard
-One of each per person per act

1a-The guild shop
Currently, the number of wins trophies pertaining to each guild give miniscule amounts of crystals, and exp destiny cards at later levels(and the useless let the master handle it). The guild shop would use these trophies as catalysts to unlock the products it holds. The following outline is subject to change with feedback. There should be a tab for each guild, when a player starts the guild store will have everything locked, with each respective guild trophy as the prerequisite. Ideally the gui would have 7 rows with 3 card frames each, with the guild tabs either above or to the left. When each lottery slot is unlocked, a card in it's category is picked and displayed, the player may purchase the card once for the slot's price, then the lottery draws and displays another card in the same category. Each lottery can be refreshed once every 6 hours if the player doesn't want to purchase the shown card, and lotteries can be refreshed multiple times ignoring the time limit by using feez. All of the slots in a single lottery are refreshed simultaneously.
Number of wins:Product
-3:Basic Card lottery 1
-10:Basic Card lottery 2
-50:Basic Card lottery 3
-100:Global Card lottery 1
-250:Global Card Lottery 2
-500:Global Card lottery 2
-900:+1 slots to Lottery 1
-1300:+1 slots to Lottery 2
-2500:+1 slots to lottery 3
-5000:+1 slots to all lotteries
-10k: Legendary character

--Card lottery 1 draws 1 common guilded or unaffiliated card from the mentioned set per slot. Static price of 100 crystals to obtain the card. 9 feez to refresh slots before the time restricted refresh.
--Card lottery 2 draws 1 uncommon guilded or unaffiliated card from the mentioned set per slot. Static price of 500 crystals to obtain the card. 99 feez to refresh slots before the time restricted refresh.
--Card lottery 3 draws 1 rare guilded or unaffiliated card from the mentioned set per slot. Static price of 2500 crystals to obtain the card. 299 feez to refresh slots before the time restricted refresh
--The guilded legendary character comes at lv 1 for 200k crystals, 1 per player, unsalable.

--The runic legion shop: All cards will be drawn from global, each lottery will have 6 slots to account for the sum of unaffiliated cards vs runic cards.

Special:The Courtier shop
Number of wins:product offered
100: 1 random trophy quest from acts 1-3:10,000 crystals to start the quest.
250: 1 random trophy quest from acts 3-6:15,000 crystals to start the quest.
500: 1 random trophy quest from all acts after:20,000 crystals to start the quest.
900: Doyen Verace: 100,000 crystals
1300: Councilor Ishaia: 100,000 crystals


1b: Lite Boosters: 4 card boosters for basic, standard, and global. 1:4 chance for a rare card, no legendary card drops. 2,500 crystals each.


Addendum B:
-This opens the possibility of giving medallions PER LEVEL, as it's the same as giving FEEZ per level WITHOUT giving the players the ability to ABUSE it via multiaccounting.

[b]Conclusions against all concerns

A- Players who do not buy feez can only place 1 card on the market, they cannot place another on the market unless they take down their current post, or the card sells. Due to the volatility of the marketplace from events and sanctions, players would still be encouraged to buy feez because it is always better to sell multiple cards simultaneously to ensure profits.

B- Using the third currency eredan has within it's bounds to create more card stock, seeing as those who come into large quantities of medallions are players that have spent money, cannot be a bad thing.

1a - It's a system that will allow players to obtain new cards at a snails pace for playing pvp matches. Currently, players that don't have high tier decks have no incentive to play pvp except for trophies, the few that are on the forums speak more of becoming a hermit in adventure mode,this kind of behavior leaves the pvp with very little diversity.

1b- If feerik decides to keep every form of exchangeable card creation to feez, the player-base will continue to lean toward tens of players with deep pockets, and everyone else becoming discouraged within the game. Paying to win is one thing, and it's common rite in games like this, but the current model isn't pay to win, it's pay or don't even bother playing, and that is why the community is unstable, and this game will continue to dwindle. You cannot call a game free to play, and keep a price tag on practically everything a player can do, except actually making a deck and playing. There should be a barrier that players want to pay to surpass, currently, that barrier is too close to the open door. This isn't a physical product, if you ask someone you just met to give you $100 to do something they could get elsewhere for less, you're going to have very few friends, all of which constantly reminding you that you owe them. Hell, hobos make more than I do, dollar for dollar, person by person, out of sheer charity -_-

2- Handing out pools of in-game currency to players that have obviously payed their way is why the player market is critically inflated. Replacing those rewards with medallions allows less crystal devaluation, and more card creation. Currently there are many, many crystals in existence, but a very disproportional amount of cards to accommodate that load, this needs to be resolved for the market, the biggest DETERRENT from eredan, to stabilize and help the game succeed.

3- This is only plausible if the lump sums of the tournament and one of the above crystal sinks is introduced, otherwise it would just quicken inflation.

4- The ability to pay the full price of a pack to obtain 1 Rare card, often of the variety that attracts market gangsters from the "Ancient" acts that occurred 10 years prior to the current story, would completely destroy player's ability to lockout prices for cards that are in low stock with low creation rates through boosters. This would allow a more diverse global and all room meta, as even newer players can purchase cards of interest directly. It regulates inflation of prices by increasing supply to meet demand, reducing the choke-hold of market profiteers on the player market, and allowing a more diverse environment. It would also allow more players to participate in standard, as they'll have access to all of the cards that will be re-released through both immediate purchase, and deflation of payer run sales prices. People that will buy $2-300 worth of boosters to either hope they get what they want, or hope what they get can sell enough so they can get what they want in the player market < People that would pay $25 for The Last Action, a playset of Solaris, a playset of Attracts lightning, and for that matter, any other high tier rare or uncommon card. Given the current marketplace setup, prices will have to drop overall which increases the APPEAL of the game to new players.

5-The legendary pack is the equivalent of a booster box for real physical trading card games. Feerik's reasoning for holding out on several of the advantages of a digital card game has been stated to "Make the game as realistic as possible" This product should not be something that feerik can DEMAND players to buy within a SHORT period of time given how EXPENSIVE their product is. This product is an essential product to every physical card game to ever exist. I can understand giving it a special release, just to see consumer reactions, but given the fact that it is rarely enabled (only two times ever) you cannot expect people to buy it because it's for a "limited time only", consumers will spend when they feel like they're getting a good deal. With two clear cut areas of card drops (standard including void, ans, and legendaries released after act 6, and global dropping every other Legendary) it shouldn't be a hindrance to the in game economy, and has the ability to draw big spenders causing a great deal of card creation. Since the rares dropped do not repeat, it would actually be a better option than buying Global boosters in bulk, because players have a cumulative chance for what they want, and as such, won't shy away from buying it if they've already spent the money.

H- Kroub's shop rewards players for how much they spend in a cumulative manner. This is a fantastic form for player appeasement, and the greater rewards (set boxes) are limited to 1 per player. It's a guaranteed reward based on how much consumers spend on your product. Pair this with the legendary booster, and the players that come here and are willing and able to spend money, will spend, as opposed to sneering at your business model and card dispersion and leaving.

Balance for a game of this type should be 35% Money spent, 40% Experience(time spent), 20% skill and 5% luck. Currently it's 80% money spent, 10% luck, 5% experience/skill. Rewarding players for playing your game allows them to enjoy the game enough to spend money on it. That's the entire point of something being free to try, someone who enjoys it will spend money on it for more, those that don't, don't. If the free sample shows the flaws of your product, you lose customers that would have stayed if you showed them something decent, and would be regulars if you showed them something awesome, which Eredan CAN BE.
As the in-game economy gets worse, so do your overall profits. With all the "events" that beg for money recently, as well as the Deck of the Week, I'd be blessed if a Feerik staff member actually told everyone on their forums, the few that actually did make it this far otherwise.

Opinions are always welcomed

If any of the members from forums of other languages could translate and post this in their section, I'd be truly grateful. I don't want to grate people's nerves with googlate. Just do me the favor of throwing me the link so I can read the feedback.

_________________
Fixing Eredan
Courtiers are not your friends


Dernière édition par Schrei_VonWeisheit le 16 Juillet 2013, 09:30, édité 31 fois.

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 Sujet du message : Re: Level based rewards
Message Publié : 17 Juin 2013, 03:09 
Immortel
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Inscription : 04 Février 2013, 17:01
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Localisation : da world
i like the idea

are you sure about the market prices?

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CURRENT STATUS: OFFLINE / NOT MODERATING


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 Sujet du message : Re: Level based rewards
Message Publié : 17 Juin 2013, 03:48 
Marchand

Inscription : 08 Avril 2013, 21:11
Message(s) : 522
The market currently functions on "Sell it at what people will buy it at". The cards most likely to inflate are the ones well past the 120k mark already, and since eredan has it's share of millionaires in terms of crystals as is, the supply of things like and are surplus toward the rest of the community (also low in stock and low drop from boosters).

At the same time, Feerik is going to allow cards to be used in multiple decks simultaneously, which will likely cause some prices to drop, as well as add more cards into circulation,because there are people out there who seriously invested in multiple playsets of rare cards, and once said extra copies are no longer needed, they'll probably sell whatever they don't need(likely in pursuit of foil versions).

Since it's likely these high end cards that will be affected the most, people will still have to buy boosters to churn a high end profit(or if they have luck, pull one of said rares/legendary cards and increase their stock in existence), and thus, add cards to the marketplace as it should be.

It's the better alternative to handing out free feez, which they tried, and we all saw fail.
Also if they allow free to players to put 1 card on the public marketplace at any given time, cards can be reintroduced into circulation so they don't pile in free to play accounts and die (which is the only con-concern I haven't covered in the OP)

It would make the game more appealing to start, because there is an actual "reward" for grinding, once again, you'd have to reach levels 40-50 to churn out any real profit per game, but the amount of crystals you'll make until then is more forgiving than the 40-70 static that all players get regardless of play time or skill level.

Given that price of cards in the newcomers booster drop with age, and then spike according to their rarity/usefulness after they're removed from the newcomers booster (lobbed into the standard pot/less draw rate See:Academic lesson 20k in newcomers-45-50k therafter) the most accessible cards will be those that are 7-8 weeks old that are still in high/decent supply, allowing players to stay current so long as they have market access(closing gaps between acts and gaps for paying players that went on hiatus), and allowing players who continue to pay (constant market access) to profit the most from the market's ups and downs.

People that pay more will level faster due to their card stock, which would still be the biggest driving force in crystal stock, and said people will ultimately still have the upper hand against free to plays in terms of card access and level of play.

Skilled, Paying, and long time players will benefit the most from this system. Since level 20 is the major milestone in terms of number of games to level up, the benefits to casual players are applicable, but still minimal.

It's enough to fill the gaps for when paying players can't fit it into their budget, and at the very most, new f2p accounts would have to grind to level 21 just to make a viable deck for basic.

The overall impact of it, especially if f2ps are allowed to reintroduce a card they've purchased from the market,one at a time, would be nothing but positive. Now that there will be reprints in certain updates, this will cause a balance between cards that enter the game, their prices, and the amount of crystals being created, all the while making the game more attractive.

Currently, if a F2P player purchases a card, their only method of making crystals off of it, is to destroy it, which is behavior that feerik, as well as the rest of the community, would appreciate avoided.

The problem with eredan attracting a new crowd has always been that it's like a flat plane, then it's a sheer wall that you need to buy a helicopter to vault, no exceptions(which manifests in 70 crystals vs 5 digit prices for average staple cards), this would make it into a hillside, where at the end of it, there is a sheer wall that leads to a plateau that you'll have to invest in climbing gear to reach.(3 digit income, 5 digit prices for average cards, 6 digit prices for exceptional cards)

If every player becomes a payer in a way outside of free feez because they want to invest some of their precious assets into something they love, making the community grow and surpass it's best, it's a much better outlook than 1 in 10 people paying ridiculous amounts of money to keep the game going, and 1 in 5 new players outright quitting(just look at all of the forum users that disappeared alone) Numbers insinuated from: Top 50 amnezy seem pretty even, but that's 50 out of 3000 or so registered in that tournament, a low influx of new players (how often do you see anyone below level 19) and quite a few well known/long time players going on hiatus/quitting.

_________________
Fixing Eredan
Courtiers are not your friends


Dernière édition par Schrei_VonWeisheit le 11 Juillet 2013, 02:42, édité 2 fois.

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 Sujet du message : Re: Level based rewards
Message Publié : 18 Juin 2013, 05:37 
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Inscription : 04 Février 2013, 18:53
Message(s) : 783
:( really cool indeed, there is an idea recently posted in the spanish forum thats its not so developed, but it has the core, that is, to keep people playing rewarding them for the time they spend in the game, something as easy as that :)
i really like this:
Schrei_VonWeisheit a écrit :
-A sense of progression for grinding in game

im still trying to understand which is the point in leveling in this game :/ play and play for nothing...


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 Sujet du message : Re: Level based rewards
Message Publié : 18 Juin 2013, 06:38 
Marchand

Inscription : 08 Avril 2013, 21:11
Message(s) : 522
Alerce a écrit :
:( really cool indeed, there is an idea recently posted in the spanish forum thats its not so developed, but it has the core, that is, to keep people playing rewarding them for the time they spend in the game, something as easy as that :)
i really like this:
Schrei_VonWeisheit a écrit :
-A sense of progression for grinding in game

im still trying to understand which is the point in leveling in this game :/ play and play for nothing...

That's the problem, there isn't one currently, unless you're one of the people who's registered before a month and a half ago and your account gets a measly amount of feez per level, there is absolutely no advancement by playing the game, except when you reach the level where you're in the level rooms with lv 50s and the like.

_________________
Fixing Eredan
Courtiers are not your friends


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 Sujet du message : Re: Level based rewards
Message Publié : 18 Juin 2013, 07:01 
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Inscription : 04 Février 2013, 18:53
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Schrei_VonWeisheit a écrit :
Alerce a écrit :
:( really cool indeed, there is an idea recently posted in the spanish forum thats its not so developed, but it has the core, that is, to keep people playing rewarding them for the time they spend in the game, something as easy as that :)
i really like this:
Schrei_VonWeisheit a écrit :
-A sense of progression for grinding in game

im still trying to understand which is the point in leveling in this game :/ play and play for nothing...

That's the problem, there isn't one currently, unless you're one of the people who's registered before a month and a half ago and your account gets a measly amount of feez per level, there is absolutely no advancement by playing the game, except when you reach the level where you're in the level rooms with lv 50s and the like.


is that level possible?
who is developing the gameplay ¬¬ so many and awesome ideas floating around... its not just the feel to get something when you level up, another problem is that u cant chat with your opponent, and thats just cold, it feels like always playing against a machine...
dont understood the argument about why they didnt implement same card in multiple decks to make this more realistic, is all so paradoxical...


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 Sujet du message : Re: Level based rewards
Message Publié : 18 Juin 2013, 07:14 
Marchand

Inscription : 08 Avril 2013, 21:11
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There is currently no cap on what level you can reach in eredan, after around level 20 or so it takes around 100 wins (or 200+losses) to level.
In game chat has always been a community request, currently it's limited to people in your in game contacts, and when you're playing against said people through your contacts, it locks all of your trophy progressions to "prevent abuse".
No one understands why feerik has truly taken such actions outside of them trying to churn out a profit.

My comment about your level was semi sarcastic. You're in "safe" rooms up until level 13 or 15, then you're introduced to the level x+ where every player, including boss users, may play without restrictions. Leveling is a punishment for new players.

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Fixing Eredan
Courtiers are not your friends


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Message Publié : 18 Juin 2013, 08:04 
Marchand

Inscription : 08 Avril 2013, 21:11
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Updated for economy fix.

_________________
Fixing Eredan
Courtiers are not your friends


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 Sujet du message : Re: Level based rewards
Message Publié : 18 Juin 2013, 08:06 
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Inscription : 04 Février 2013, 18:53
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Schrei_VonWeisheit a écrit :
There is currently no cap on what level you can reach in eredan, after around level 20 or so it takes around 100 wins (or 200+losses) to level.
In game chat has always been a community request, currently it's limited to people in your in game contacts, and when you're playing against said people through your contacts, it locks all of your trophy progressions to "prevent abuse".
No one understands why feerik has truly taken such actions outside of them trying to churn out a profit.

My comment about your level was semi sarcastic. You're in "safe" rooms up until level 13 or 15, then you're introduced to the level x+ where every player, including boss users, may play without restrictions. Leveling is a punishment for new players.


indeed leveling is punishing for new players, but what makes this so ilogical is that there are so many ways implemented to prevent a real united communion, for example, give cards as gift to my friends, sometimes y have cards i dont need, and they are expensive, and i have friends that dont pay, i would like to give something to them, but i just cant, its a truely egocentric game...


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Message Publié : 18 Juin 2013, 08:07 
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Schrei_VonWeisheit a écrit :
Updated for economy fix.

hope the staff reads this


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