A game is made interesting when a player has to decide between two or more choices. One way to do this is via scarce resources.
When I started the game I was perpetually short of stamina pots, mana pots and arena tickets. When I saw a flash arena and a pots/tickets arena I had to choose between them. This made for interesting play. Now I have more pots & tickets than I honestly can ever use.
Similarly, fire tokens have been dropping during city exploration for months now. I have thousands of them and nothing to use them on. I have dozens of GK tokens and no cards to summon with them. I have tens of thousands of tower tokens and nothing to buy with them. I have millions of summon charms, but no need for 1* to 4* cards. And lots of long term players have the comparable or greater resources.
But then the larger, resulting problem is that you don't want to introduce an attractive card into the GK summon pool only to have players blast through dozens of GK tokens to get it quickly. You don't want to add a new card to the exchange shop when players can buy 8 of them easily.
So a new currency, bravery tokens is introduced. And Young Lancelot is available via these new tokens that no one has. As a mechanic that's fine, but it leaves the players feeling a bit ripped off. We went through the tower a time or three a day, farmed a few map pieces here & there. We played the game as it was presented to us, but that time now looks kind of pointless. The tower tokens are useless because we can't buy what we want with them.
So then the goal should be to get us to use those resources instead of hoarding them.
Add summon stones to the exchange shop. If the 6* cards cost 4000 tokens each then a ss ought to run about 100 tokens. Then a player with 20,000 or 30,000 tower tokens might well buy 200 or 300 ss. That's enough to yield a half dozen additional 6* cards in the next summon storm. It's nice to have but not game breaking. Then allow tower tokens to be purchased with 100 summon charms, working out to an exchange rate of 10,000:1 between summon charms and summon stones.
And finally, we need something to buy with our gold. You could run weekly arenas that cost 800 gold per battle. You could sell summon stones for 50,000 gold each.
Run a 2 or 3 day arena every week that requires fire tokens. Every few weeks run an arena that requires 50 tickets per battle.
Introduce an attractive card to the GK pool for 1 day only and watch players burn through their accumulated GK tokens trying to get it.
And once there is a way to use various resources productivily, discourage hoarding. Any tower tokens in excess of 10k are subject to a 5% reduction at the end of every month, and so forth.
Rosen
When I started the game I was perpetually short of stamina pots, mana pots and arena tickets. When I saw a flash arena and a pots/tickets arena I had to choose between them. This made for interesting play. Now I have more pots & tickets than I honestly can ever use.
Similarly, fire tokens have been dropping during city exploration for months now. I have thousands of them and nothing to use them on. I have dozens of GK tokens and no cards to summon with them. I have tens of thousands of tower tokens and nothing to buy with them. I have millions of summon charms, but no need for 1* to 4* cards. And lots of long term players have the comparable or greater resources.
But then the larger, resulting problem is that you don't want to introduce an attractive card into the GK summon pool only to have players blast through dozens of GK tokens to get it quickly. You don't want to add a new card to the exchange shop when players can buy 8 of them easily.
So a new currency, bravery tokens is introduced. And Young Lancelot is available via these new tokens that no one has. As a mechanic that's fine, but it leaves the players feeling a bit ripped off. We went through the tower a time or three a day, farmed a few map pieces here & there. We played the game as it was presented to us, but that time now looks kind of pointless. The tower tokens are useless because we can't buy what we want with them.
So then the goal should be to get us to use those resources instead of hoarding them.
Add summon stones to the exchange shop. If the 6* cards cost 4000 tokens each then a ss ought to run about 100 tokens. Then a player with 20,000 or 30,000 tower tokens might well buy 200 or 300 ss. That's enough to yield a half dozen additional 6* cards in the next summon storm. It's nice to have but not game breaking. Then allow tower tokens to be purchased with 100 summon charms, working out to an exchange rate of 10,000:1 between summon charms and summon stones.
And finally, we need something to buy with our gold. You could run weekly arenas that cost 800 gold per battle. You could sell summon stones for 50,000 gold each.
Run a 2 or 3 day arena every week that requires fire tokens. Every few weeks run an arena that requires 50 tickets per battle.
Introduce an attractive card to the GK pool for 1 day only and watch players burn through their accumulated GK tokens trying to get it.
And once there is a way to use various resources productivily, discourage hoarding. Any tower tokens in excess of 10k are subject to a 5% reduction at the end of every month, and so forth.
Rosen
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