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Reward for Playing

Posted: Fri Dec 06, 2013 5:05 am
by Pr0digy
One problem I have with this game is that too few play. So often I will queue up for a battle and it just sits there, spinning, finding nobody. And betting over 300 gold in a game? Forget it, nobody queues up for 600 and 1,000 coin fights.

Also, sometimes I play and I feel like I've taken a step or two back. I can do 10 battles and if I won only 4 or 5 of them then I've lost money or, at best, broke even.

So, EBC_Admin, I'd ask you to consider a reward system for playing, and rewarding higher level bets. Here are some suggestions:

1) Have a daily reward system. Something like, if you play 10 games you get 500 bonus gold. Play 25 games, get another 750 gold, and if you put in 50 games then get another 1,000 gold. A player that puts in 50 games will still come out ahead even if they lose more than they win. If they break even, they have 2,250 gold to show for the time it takes to play that many games.

To encourage higher bets, reward them with more games per bet. A 100 coin bet would count as 1 game, but a 300 coin bet would count as 2, a 600 coin bet would count as 3, and a 1,000 coin bet would count as 5 games. Or, you know, something like that.

2) Have leveling mean more. What if every level you get a free card. When you hit level 2, have the odds of obtaining a card something like:

Silver: 90% chance
Gold: 7% chance
Diamond: 3 % chance
Legendary: 0% chance
Epic: 0% chance

But, have those ratios adjusted as you advance more. So by level 30 you're more like:

Silver: 40% chance
Gold: 30% chance
Diamond: 20% chance
Legend: 8% chance
Epic: 2% chance

That means that somebody who levels up to lvl 100 has a chance of winning maybe 1-3 epic level cards, which I would argue is fair. :)

3) Get rid of energy. If you are trying to prevent people from just throwing out all epic-level cards then how about making it so that when you battle you stay within a certain range in CAP points. Say, plus or minus 5 points. If you play a 20 CAP hand, you should expect to only see 15 to 20 CAP hands. That will also stop the steamrolling of people who have a ton of epics over the people who have just started.

4) Give cards experience. If you use a card, they should get stronger. Like if every game counts as what you would get for 1 ruby. A Diamond-level card takes 33 rubies to go from level 1 to level 2, so what if 33 games with that card did the same thing, then use the rubies to pro-rate it. Then if you've played 25 games, you can upgrade it with 8 rubies. To get to level 2, that takes 36 more combinations of games played and rubies matched.

5) Achievements with rewards!! Give us something to shoot for other than getting to the next level for a meager amount of gold. Win a silver-level card for getting the "bet 10 games achievement". Then a gold one at 100 games, a diamond one for 250 games, a legend one at 600 games, and an epic at 1,500 games. An achievement and reward for beating all the campaign quests. Another achievement for getting 100 stars in campaign mode. And if you can complete all of them at 3 stars (100 stars total) then get something really nice. Hey, go nuts, you can get really creative here. Achievements for signing in, fighting every day for so many days, handing out so much in energy, even getting to 10 friends. That's just the tip of the metaphorical iceberg!

Bottom line, this is a great game, it will get better when more people start playing it. If you are worried that handing out rewards for playing will cause people to not want to give you money, it won't. Just make it so money will speed these things up for you. People will still want VIP upgrades, diamonds for protecting their legend cards in card loot battles (and gold for the rest), and rubies for upgrading their guys faster. Ideas like those above will get more people playing and more people wanting to upgrade faster.

I know you are working hard on a ladder system, and have promised rewards from it. Why do I get the feeling that, unless you've dropped a few hundred bucks into the game, other players won't get much out of the ladder system, if anything at all? You'll be rewarding and empowering the people who need it less. I mean, does Catty W really need a few thousand more diamonds burning a whole in her pocket? The rich will get richer and the poor will not benefit and may leave in frustration. Give everybody a chance to benefit from the ladder system.

Re: Reward for Playing

Posted: Sat Dec 07, 2013 5:45 am
by ProdigyReid
I like these ideas especially the cap thing. It'll be sure that people with certain card caps will stay in their range of opponents when they lookfor abbattle. Once you get better cards, depending on your deck when you battle, you'll fight better or more experienced people.

Re: Reward for Playing

Posted: Sat Dec 07, 2013 3:11 pm
by kangerx83
Once again awesome feedback Prodigy.

Hey man I put up some of my thoughts in the feedback section, could you tell me what you thought of that?

Re: Reward for Playing

Posted: Sat Dec 07, 2013 3:17 pm
by Pr0digy
kangerx83 wrote:Once again awesome feedback Prodigy.

Hey man I put up some of my thoughts in the feedback section, could you tell me what you thought of that?
Sure, where is it?

Re: Reward for Playing

Posted: Sat Dec 07, 2013 3:20 pm
by Pr0digy
Hey, Admin. Just wanted to add... I'm not making these suggestions to benefit from the game and squeeze you out of making money. This benefits everybody, especially new players and (are you ready for this?) you. These suggestions are just meant to make the game more entertaining, give people something to shoot for, and encourage people to play more often and within something closer to a fair fight. When more people are fighting, the more people will send you cash for power-ups.

Re: Reward for Playing

Posted: Sat Dec 14, 2013 4:34 pm
by PennFifteen
Pr0digy wrote:One problem I have with this game is that too few play. So often I will queue up for a battle and it just sits there, spinning, finding nobody. And betting over 300 gold in a game? Forget it, nobody queues up for 600 and 1,000 coin fights.

Also, sometimes I play and I feel like I've taken a step or two back. I can do 10 battles and if I won only 4 or 5 of them then I've lost money or, at best, broke even.

So, EBC_Admin, I'd ask you to consider a reward system for playing, and rewarding higher level bets. Here are some suggestions:

1) Have a daily reward system. Something like, if you play 10 games you get 500 bonus gold. Play 25 games, get another 750 gold, and if you put in 50 games then get another 1,000 gold. A player that puts in 50 games will still come out ahead even if they lose more than they win. If they break even, they have 2,250 gold to show for the time it takes to play that many games.

To encourage higher bets, reward them with more games per bet. A 100 coin bet would count as 1 game, but a 300 coin bet would count as 2, a 600 coin bet would count as 3, and a 1,000 coin bet would count as 5 games. Or, you know, something like that.


2) Have leveling mean more. What if every level you get a free card. When you hit level 2, have the odds of obtaining a card something like:

Silver: 90% chance
Gold: 7% chance
Diamond: 3 % chance
Legendary: 0% chance
Epic: 0% chance

But, have those ratios adjusted as you advance more. So by level 30 you're more like:

Silver: 40% chance
Gold: 30% chance
Diamond: 20% chance
Legend: 8% chance
Epic: 2% chance

That means that somebody who levels up to lvl 100 has a chance of winning maybe 1-3 epic level cards, which I would argue is fair. :)
This times a million trillion. ecb_admin, this would be spectacular. For the people that play alot, we don't really have much to look forward to besides obtaining gold very slowly. Even something small like this, 1 card per lvl up would make a decent incentive to keep leveling up. I think it's a great idea.
Pr0digy wrote:3) Get rid of energy. If you are trying to prevent people from just throwing out all epic-level cards then how about making it so that when you battle you stay within a certain range in CAP points. Say, plus or minus 5 points. If you play a 20 CAP hand, you should expect to only see 15 to 20 CAP hands. That will also stop the steamrolling of people who have a ton of epics over the people who have just started.
At leeaassst have a CAP limit to what you get matched up against. I'm at a point where it doenst really bother me anymore, because the decks I throw out are pretty competitive now. But it definitely is a pretty big deterrent to someone who, is either new or semi-new but hast spent any money. I feel it would be a good idea to make it more appealing to new players.
Pr0digy wrote:4) Give cards experience. If you use a card, they should get stronger. Like if every game counts as what you would get for 1 ruby. A Diamond-level card takes 33 rubies to go from level 1 to level 2, so what if 33 games with that card did the same thing, then use the rubies to pro-rate it. Then if you've played 25 games, you can upgrade it with 8 rubies. To get to level 2, that takes 36 more combinations of games played and rubies matched.
This also times a million trillion. The Ruby:Game ratio i think is spot on. Like I mentioned before, people who play alot do not have much to look forward to besides increasing their Win/Loss ratio and obtaining Gold, slowly. Adding this gives a HUGE incentive to play more matches. Just by knowing each match will slowly level my cards up gets me pretty excited and wanting to play moar. ( I play a decent amount). Having things that people can work for is a pretty big factor in terms of keeping someones interest. We'll want to play moar, for longer, and it would only grow the player base and keep the ones you have now, for a longer period of time. IMO. Adding Card Experience is brilliant for the player and the developer.
Pr0digy wrote:5) Achievements with rewards!! Give us something to shoot for other than getting to the next level for a meager amount of gold. Win a silver-level card for getting the "bet 10 games achievement". Then a gold one at 100 games, a diamond one for 250 games, a legend one at 600 games, and an epic at 1,500 games. An achievement and reward for beating all the campaign quests. Another achievement for getting 100 stars in campaign mode. And if you can complete all of them at 3 stars (100 stars total) then get something really nice. Hey, go nuts, you can get really creative here. Achievements for signing in, fighting every day for so many days, handing out so much in energy, even getting to 10 friends. That's just the tip of the metaphorical iceberg!
Also great idea. Again, something to work towards and look forward to. Gamers like achievements. Period. It's a sense of accomplishment, purpose, sense of quest whatever you wanna call it. We love em. Love the rewards too. And you have a perfect opportunity to throw these around like Pr0digy said. From Win streaks, to consecutive log ins, to Win total milestones, card collection count, Gold earned, campaign completions... So many things can be done with this. AND WE WOULD LOVE IT :D
Pr0digy wrote: Give everybody a chance to benefit from the ladder system.
This is honestly pretty important as well. The top 5, hell even 20 players already have killer decks, and a huge amount of Gold most likely.

I'm not sure how your Ladder System is completely going to be yet, but I am going to make a suggestion if you don't mind.

Have it reset every 2, 3, 4, weeks. And give out prizes accordingly. I think a good way to do so is to say..

Top 5 players are in the 'Champions Tier' or w/e. At the end of the Ladder session/season these players get some really good rewards. 1 Epic card? A Few Legendaries? You're Legacy of The Gods Card Pack. 500 Diamonds? I don't know. But you know, something pretty legit for being in the Top 5 or so.

The next 20,25 players are in the 'Elite Tier'. They would get something pretty good, but not Champion Tier quality. Like say just a Dominating Card Pack (One that nets you Legendaries). Or 1,000 Rubies and 100 Diamonds. What ever you see fit.

Next 50 players are in... I dunno 'Challenger Tier'. They'd get 50 Diamonds and 1,000 Rubies? Maybe just Card Packs. Something reasonable.

Something along the lines of this makes sense to me. IF only the top 5 or 10 actually get something then a lot of people wouldn't really have a reason to try to progress in the Ladder, they would never compete. So it would just be the top 50 players actually playing it.

Just some more feeback for you ECB. The ones who play this game really enjoy it. And we want to see it continue to grow ;)

Re: Reward for Playing

Posted: Sat Dec 14, 2013 6:07 pm
by wobbiso
At leeaassst have a CAP limit to what you get matched up against. I'm at a point where it doenst really bother me anymore, because the decks I throw out are pretty competitive now. But it definitely is a pretty big deterrent to someone who, is either new or semi-new but hast spent any money. I feel it would be a good idea to make it more appealing to new players
if you want to penalize players who summon high rarity cards, just throwing this out there, then they COULD make it so that if the player with the higher rarity cards wins, then that player forfeits a percentage of his winnings to the loser based on the difference of rarity between the two decks. Makes it a little more fair to the unfortunate loser and it doesn't restrict deck builds. JUST throwing it out there, though.

Re: Reward for Playing

Posted: Sun Dec 15, 2013 7:41 am
by Pr0digy
wobbiso wrote:if you want to penalize players who summon high rarity cards, just throwing this out there, then they COULD make it so that if the player with the higher rarity cards wins, then that player forfeits a percentage of his winnings to the loser based on the difference of rarity between the two decks. Makes it a little more fair to the unfortunate loser and it doesn't restrict deck builds. JUST throwing it out there, though.
I rather like this. Maybe change loot percentages based on the cards played. If you throw a bunch of epics and legends at somebody else playing silver and gold, then make it so that if the epic/legend guy wins, maybe he doesn't take all six cards away. But if the silver and gold guy wins, maybe the VIP protection goes down a bit. Instead of protecting the legend cards 50% (at VIP #6), it would go down to 30-40%.

Just a thought. I just don't consider "throw six high-end cards at the other guy" a strategy worth rewarding.

-Pr0digy