Oh wait, you are a developer. So you are the guy I need info from because I still can’t figure this out. The “increased cost” you mention does not make sense to me unless:
The game is designed to give out only a set number of (whatevers) so if some group gets lots, it prevents others from doing so.
The developers keep track of how many (whatevers) are handed out, and adjust drop percentages so that number remains somewhat constant.
I can’t think of any other situation that would result in the scenario you describe. Is it one of these?
I think you are trying to be specific. The fact that the value of a resource goes down as it becomes more plentiful, and that costs increase to compensate, is simple economic theory. I’m not revealing anything secret or specific to GoW.
Yes, in the real world. But this is an artificial one. The gems don’t really exist and the troops don’t either. The game can create as many as are called for.
And actually, if the resource went down, it would be easier for me to get them. And it’s not. So I think we are onto a red herring here.
The best way for us to make money, is to keep people happy and playing the game long-term. We don’t try to squeeze players financially - that’s bad business in the long-term.
As a player of only two months I can directly tell you that current system vs one when I started has vastly made progression for early game players easier. I can’t say from experience how the old drag and drop method for opening chests has been more automated, but you did however get more per key… it’s just said key was harder to obtain. Kingdom leveling now is a piece of cake… even if you only get 1 to 2k gold per match, it will only take you 1k games to max all kingdoms. There are some players who play 1k games in a week. I myself use to do between 200 to 300 a week, which is somewhat reasonable if you play everyday. But once you factor in armor bonuses with high teamscores… 4-5k per match feels like a joke.
I see two options:
Either tasks will be one at a time and need completed before the next one or
Pvp gold gets nerfed.
I’m not a fan of either I bought armors, earned VIP level etc. for this reason and to contribute to the game. Should it get nerfed because players like me have been dedicated and put the hours in? No! In the end it will be less or unwanted resources and cost more. Should the guilds playing the most benefit more? Yes! The pvp update didn’t really offer me much individually as a player. The choice of 3 opponents, always the hardest. Hero classes, still not as good as my other troops. The pvp rewards, not playing THAT much. Treasure hunt, didn’t play it before and still don’t. Mythics, War is junk Famine and Plague look interesting. I am in a top guild and we have players dropping thousands of gems (if purchased would cost hundreds of $) and keys to get the new Legendaries and mythics and still not getting them. You want to make it harder…seriously. Instead of trying to make everything harder to get have things to purchase that make sense. The updates hold my interest at first, but quickly lose their appeal. I love games like this and have since puzzle quest. I just don’t see me continuing if there aren’t more interesting ways to play (and if in a guild benefit them as well)
I think the reasoning is more like, “Hey, so we just made these new super special and extra rare troops! Now, what kind of drop rate translates to ‘rare’ in this game?”
Well, the mythics apparently have a 1 in 2000 chance of dropping. If resources were scarcer, that number would be lower.
There would be the same amount of complaining, since your hard-won resources would still net out a similar rate of return.
In light of this fact, it’s hard to get excited about or disappointed by any sort of resource rebalance. You’ll play the same amount for the same relative rewards. What would be worth getting excited about would be new game modes or troops that introduce significant new playstyles.
Her comment makes intuitive sense, though. I mean, isn’t that the thought process you’d go through if you were attempting to create a game with high retention?
Typically the community attempts to fill in the gaps when developer communication is missing, or we repeat answers we’ve heard from them in the past. Oftentimes a developer will step in to correct a collective misconception if one arises.
Apparently, players in top guilds earn over a thousand gems and keys a week.
They do this by playing a LOT and donating all their gold to guild tasks.
This is considered unfair for reasons that are unclear to me.
Because it is unfair, we need to change it so guild tasks are less rewarding for top guild players.
I shouldn’t even reply to this thread, but this kind of socialist thinking drives me nuts. Why is it a problem that a group of players looked at the way the game is set up, saw the possibility of lots of rewards if they worked hard, and then went about earning them? Who is hurt? (This is another question I never got a clear response on. If you have anything to add, chime in.)
We view this like it is the real world, but it’s not. All resources are equally hard to get for everybody. The drop rates are the same, gems and keys cost the same. The only difference is that some people are “richer” by virtue of working the game harder and pooling their efforts in a way that is not counter to the design of the game.
I think it’s ironic that you use the word “socialist” in a derogatory sense here. Because the issue being discussed is exactly about how a group pooling their resources (which is exactly what socialism is…) is gaining a huge advantage over players who are playing essentially solo. When you say:
[quote=“IronyMan, post:95, topic:9255, full:true”]All resources are equally hard to get for everybody. The drop rates are the same, gems and keys cost the same. The only difference is that some people are “richer” by virtue of working the game harder and pooling their efforts in a way that is not counter to the design of the game.
[/quote]
You seem to mean that people should benefit in proportion to their own effort. And that’s exactly what is being advocated here. If someone play a ton, earns a million gold a week, and puts that into guild tasks to earn 1000 gems - that’s not what anyone is concerned about. That’s the system working properly.
The issue is that when one player does that, their entire guild ALSO gets 1000 gems - even if those other members put in no effort. In a guild of 30 wildly active members, who each put in the effort required to buy 1000 gems (which is a LOT), those members are each earning 30x what their efforts were meant to yield. That’s not people being rewarded for their hard work - that’s a multiplicative explosion of “free” resources being spread around.
I never said it was “unfair” that members of the top guilds get the crazy rewards they do (and I’m one of them btw). My point was that they get too many, period, and it’s unhealthy for the game. I know many people in top guilds have large stashes of Glory Keys and Gems that they sit on and spend when the next Mythic or Kingdom comes out and still have leftovers. It’s straight up not healthy for the economy if folks have more ins than outs and are never resource constrained. I would rather live in a world where the game is slightly less generous but is profitable and thus supported indefinitely. And I dare you to find a better FREE game, even after these changes are made.
Also, I wouldn’t worry too much if I were a lower level person. It’s pretty easy to imagine a non-linear change where only the people at the very high end of the spectrum feel much in the way of reduced Gems and Glory Keys. That’s as it should be, and what I expect to see. And I’m perfectly fine with this if we at the top get other cool stuff as a trade off. It’s just a question of what that cool stuff is.
Yeesh. I’ve seen posters furious because guilds are socialist. Now someone’s furious because the economy as a whole is socialist.
Aside from the fact that socialism is awesome…
Gems of War is not a political ideology simulator. Nobody designing the game is sitting with a cigarette hanging from his/her lips saying, “From each according to his ability, to each according to his needs,” or standing proud with chin to the sky and hands on hips making declarations about unfettered freedom and individual achievement.
They’re making a game. They want people to play the game, recommend the game, spend money on the game. The more people who do those three things, the better.
IronyMan, youre a man after my own heart. These things tend to get convoluted on here, it should be a simple process like you described.
Logical thinking would be to not include the top 1% of players, that play and earn more than everyone else, when deciding what drop rate is fair for rare troops. They do not, and should not, affect the economy in my single player game. Reducing the guild rewards for them also reduces them for me, how does that increase my chance of getting a mythic.
A reasonable thing to solve that issue would be for guild tasks to cost more each time they are completed in a given week. A quick and fair solution that keeps low level players happy. But no, reduce everyones resource earning potential instead, that will keep them happy and make them stay