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Zurken
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Post subject: Re: The game needs more Clashes. Posted: Tue Jan 05, 2010 5:14 pm |
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Joined: Fri Mar 27, 2009 8:01 pm Posts: 526
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I can't help it, but I like Sunyaku's option. But, it would need few adjustments - first definitely would be to allow to pay for another decks in domains with Power. Then I think we could have more Clashes with slightly more Power in pools, as some of the power won't ever be used anyway. Say 5 Power every 4 hours (3/1/1, Uber's idea is good also). The other advantage would be that it would encourage people to join those domains - once they have enough power - and also keeping them around more for Clashes to make it on those 50 power.
Or you can make special action (to force people use gold, not only saving power) - entry into domain can cost either 500g or 50 power OR something like 35 Power + 100 gold .. any chance this might work?
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doiron
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Post subject: Re: The game needs more Clashes. Posted: Tue Jan 05, 2010 6:07 pm |
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Joined: Sun Nov 02, 2008 10:04 pm Posts: 348
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Allow me to ask a stupid question: what's the benefit of not having clashes have real, tangible prizes? I thought the point was they were a competition and the best players can get some actual gain. It's my opinion that the amount of gain is small enough that increasing the frequency isn't a big deal.
The main issue, in my mind, is the size of the population. The more people who play, the less injecting constant prizes matters in terms of inflationary effect. But considering I don't see any inflation, I think that's kind of moot at the moment.
There are always going to be players who won't be able to pay to play; this is their alternative. If you cut out all gold influxes completely, you cut out a large segment of the player population's ability to advance at all and spite the larger goal of increasing the player base and increasing competition.
As for sun's suggestion, while good in theory, all you're doing is forestalling the conversion to gold. The power would be used in keep cards and either the cards would be retained or sold.
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UBER
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Post subject: Re: The game needs more Clashes. Posted: Tue Jan 05, 2010 10:12 pm |
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Joined: Thu Jun 11, 2009 5:38 am Posts: 315
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Thats right doiron, theres no way to make power unconvertable into gold because eventually the cards convert into gold.
Even if the power was unsellable it can only dis-place power and only a limited amount. Eventually the change wouldnt have even mattered.
I like the system as is, but since power is convertable to gold it would make sense to just make ec prizes gold and directly increase gold circulation.
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Keyser
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Post subject: Re: The game needs more Clashes. Posted: Tue Jan 05, 2010 10:56 pm |
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The Dark Platypus |
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Joined: Fri Jun 12, 2009 12:48 am Posts: 951
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Clashes need to happen more frequently: I like every 4 hours.
Doing so will increase activity. ESPECIALLY if it's announced that clashes will be happening more often.
When clashes were ever 5 hours, you could tell when a clash was about to happen by the number of people logged in.
4/2/1 is a good payout, though I'd still play if it was 3/2/1.
However, IF the decision is to make it so that power is not trade-able on the market, I'd suggest a payout of at least 5/3/1 -- you'd still have to win first place in 10 clashes to be able to use power for domain/kc.
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DarkJello
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Post subject: Re: The game needs more Clashes. Posted: Tue Jan 05, 2010 11:22 pm |
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Joined: Mon Jul 27, 2009 6:30 pm Posts: 281 Location: Atmosphere of Magisteria
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2 Centavos: first centavo: Increase frequency of EC. second centavo: Do NOTHING to power, just decrease payout to 3/2/1. third centavo: Patent the cyclododo burger ASAP. Cheers, DarkJello
_________________ Ad astra per alia porci!$!
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Sunyaku
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Post subject: Re: The game needs more Clashes. Posted: Wed Jan 06, 2010 2:02 am |
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Joined: Sat Nov 01, 2008 2:51 am Posts: 584 Location: Madison, WI
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Let me add one strand of thought to my power idea that I intentionally withheld from my previous post. I like the idea of a "currency of personal achievement" which would be issued to players after they achieved various goals or won certain tournaments. Such a currency would only be legitimate if it could not be sold or traded between players. Sure, it could be converted to cards when you had "achieved" enough, and then sold to other players for gold, but this would at least be an indirect conversion that would take a great deal more time than the current system. Such a change would also prevent the privileged few from buying up power at reduced rates from people desperate for gold. With such a change, I would use power as the "reward" for the "achievement system" described in other threads. For example, complete campaign mode for the first time, you're awarded X amount of power. Just have a TFW anniversary? Here's X power (mine was in November). And so on and so forth (see achievement threads). Also, tracking a player's earned power might also give players a more realistic measure of ability... as the rating system is lacking in this regard. I believe "grinding" through a robust achievement system with power as the 'carrot' would do a lot to keep people playing regularly. See related thread: viewtopic.php?f=1&t=499&p=2383&hilit=carrot#p2383Do we have any business/economics majors in the house? Optimal ROI vs Participation Management of virtual (game) currencies would make for a great research paper/thesis.
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doiron
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Post subject: Re: The game needs more Clashes. Posted: Wed Jan 06, 2010 5:36 pm |
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Joined: Sun Nov 02, 2008 10:04 pm Posts: 348
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at the risk of sounding like a secondary sunyaku account, I agree with what he just said.
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Keyser
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Post subject: Re: The game needs more Clashes. Posted: Wed Jan 06, 2010 7:09 pm |
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The Dark Platypus |
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Joined: Fri Jun 12, 2009 12:48 am Posts: 951
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doiron wrote: at the risk of sounding like a secondary sunyaku account, I agree with what he just said. I KNEW IT! That's why you are both so darn difficult to beat in KC's
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UBER
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Post subject: Re: The game needs more Clashes. Posted: Sun Jan 10, 2010 9:04 am |
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Joined: Thu Jun 11, 2009 5:38 am Posts: 315
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Ok, yeah, I see what your saying about personal achievement.
Im saying, Eventually the market would catch up and it would not slow down the conversion of power to gold.
Its like a river that gos straight all the way to the ocean. If you build a damn and redirect the river, for a short while no water will reach the ocean but eventually it will.
See, all your doing is making it a bit harder to turn power into gold, building a damn. Eventually there will be enough power stockpiled between the players where power is regular changed into cards which are sold on the market for gold. It can only post pone the conversion of power into gold.
UBERs Speculation of Events Occuring if Power is Made Untradeable:
Key Terms: Card inflation: The addition of cards to market, increasing seller competiveness and decreasing card sale value
1:Power is made untradeable 2:Less people enter domain and KC 3:Card inflation rate decreases slighty 4:Market slows down a bit, mostly among commons and uncommons 3:Stockpile of Power amongs players Increases 4:Same amount of people enter domain and KC as before 6:More diversity of players among Domain and KC 7:Cards from Domain and KC are put on Market 8:Card inflation returns to normal 9:Card inflation become higher than normal 10:Cards drop in value 11:Winners of Domain and KC and donators buy cards instead of intering competitions 12:Market returns to as it was before power was made untradeable 13: Repeat 8-12
See, so making power untradeable wouldnt effect the economy at all. I say make prizes from EC gold and cut out the middle man for the people who sell their power.
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CaveTroll
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Post subject: Re: The game needs more Clashes. Posted: Mon Jan 11, 2010 1:54 pm |
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Joined: Mon Mar 23, 2009 10:20 am Posts: 235
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I think the idea of making power untreadable sounds good. But since managing to get the 50 power needed to enter a Domain leagu can seem hopeless to new players I think a bonus price of some phantom cards should be added to the prices. Then you will have a reward that one can enjoy right away, wich is important for motivating more people to join the EC's.
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