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 Post subject: Re: A Solution to All the Problems
 Post Posted: Wed Sep 08, 2010 3:44 am 
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Joined: Thu Aug 05, 2010 2:42 am
Posts: 10
Simple, it's quicker. With domain it takes a month to get all your cards, and with domain and KC you need skill to actually make the value closer to 100. If you are bad at the game both will actually give you less value than paying 150 gold for a pack.

Anyway I don't think this discussion matters either way, given the game is in statis for the foreseeable future.


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 Post subject: Re: A Solution to All the Problems
 Post Posted: Wed Sep 08, 2010 3:48 am 
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Joined: Mon Mar 29, 2010 2:37 am
Posts: 359
So... you're saying the value is only 100g for the tiny portion of the population that can pull that off. How many newbies do you see winning anything much in Domain? They don't even bother trying to do KC. There's no need to make the game any more profitable for the established players... they obviously can't keep the game alive, themselves.

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 Post subject: Re: A Solution to All the Problems
 Post Posted: Sat Apr 09, 2011 3:03 am 
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Joined: Fri Apr 08, 2011 8:22 pm
Posts: 5
I'm new to all of this, but was a longtime MTG player (from Beta to around 6th -- I got out because I didn't like the rule changes).

The dynamic of MTG, at during when I played, was such that you did not *have* to have the power cards to be competitive. While I had many decks that were rare rich, I tended to have more fun with say a white/green weenie that had nothing more than the odd uncommon in it (a deep delight was taking someone who played with any of the Power 9 cards down with such a deck). It took time and study to tweak these decks to where they could stand toe-to-toe with the bigger $$$ decks, but it was possible. From reading on here, doing so does not really seem possible (or at least, as possible). What made this pretty awesome was that you could go into any card store and buy commons for a few cents. I once won a tourney with a deck I made from the common pile that only cost me $8.00 (a large hunk of which was buying lands).

Now, rebalancing an entire game for such would be a nightmare, but creating a balance like that, where a knowledgable and skillful player can neutralize a deck loaded with rares would be a goal I would shoot for in the future. Granted, I'm new and this take might be wrong, but I definitely get the impression that such is not the case.

I do recognize and rejoice in the fact that this a money-making venture, so let me remind y'all of a great fact of business: make it as easy as possible for people to give you money. The economy needs to be as straightforward and easy to understand as possible. Honestly, if you have to read more than a few bullet points to understand how to redeem all the various points you can buy/earn -- you really need to step back and rethink it.

Now, to the new player thing: One of the most brilliant things that was done with MTG to bring in new players were the preconstructed decks. You have this going on, to an extent. I would make some changes: I would add a few more flavors of preconstructs, until there were about five or six. I would have all of them available to the player when playing matches that did not earn anything more than the "wet your whistle" type rewards (the equivalent of getting a 5 point xbox 360 achievement for sitting through the opening cut scene in a game) or no reward at all. Before playing in any match/event that earns actual rewards, the player has to pick one of these decks to be his. The caveat to this is that the cards in this original deck cannot be traded or sold (to keep people from creating multiple accounts and use them to get all of the preconstructs for free). Each of the other preconstructed decks can be purchased normally.

Doing it this way will help add depth to the new player experience, and if you borrow another tactic from MTG, it can help add more sales too. In the guides that came with the preconstructed decks, there was a list of various other cards that could be substituted in to make the preconstructed deck stronger. Having such a list creates an instant demand for those cards. Additionally, doing it this way will create a stronger...bond...I guess is the word I'm looking for. The player has spent time to get a feel for a variety of decks, found the style that suits them, and made a commitment to a type of deck (foot in the door, yo).

Another thing I would consider doing is having a completely offline version of the game wherein different cards can be played with against the computer -- sort of like building a deck with proxies to play your friends to see if it's worthwhile before you drop a bunch of money for a lot of rares. Or possibly institute something like a deck-builder mode...

As for general attention getting: start emailing/calling card shops. Once you get the shopkeeper's playing, they'll start telling their customers. You guys who frequent card shops, carry along a laptop and play a round of Far Wilds while you're hanging out there.

/ill informed opinionated pontificating :)


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 Post subject: Re: A Solution to All the Problems
 Post Posted: Tue Apr 12, 2011 2:12 pm 
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Joined: Fri Mar 27, 2009 8:01 pm
Posts: 526
Man I surely hope you will stick around long enough for me to get a chance to talk to you (in game chat, PMing is a pain) =)


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 Post subject: Re: A Solution to All the Problems
 Post Posted: Tue Apr 19, 2011 1:25 am 
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Joined: Fri Apr 08, 2011 8:22 pm
Posts: 5
I think I will be -- this game has a lot of potential. I'm interested to see what direction it goes. In a way it reminds me a lot of the old Master of Magic (the fantasy version of Master of Orion, if you don't remember).

Might be easier to catch me on AIM. I have satellite internet and the latency makes playing a little annoying at this time. I use the same screenname on there as here (elcidbob).


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