Reward for Playing
Posted: Fri Dec 06, 2013 5:05 am
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.
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.