| reward structure/economy | |
|---|---|
| Tweet Topic Started: Jan 11 2017, 07:26 PM (97 Views) | |
| kaelari | Jan 11 2017, 07:26 PM Post #1 |
|
Event tickets no longer exist. New resource used only for forging (Needs a name). Silver no longer forges. Cost of a single pack in silver = P Chest: (for dailies and achievements) Contains randomly(and probably weighted) (0.5P, 0.75P, 1P, Crafting material, 1 pack, a single heroic or legend, 5 packs, 1 draft ticket) Ranked: Each ranked win = 0.02P Each fifth ranked win = 0.4P (Roughly, can add some random) Prizes for making it to a new tier in ranked: Received immediately, end of season rewards apply only to titanium top 10 and such 2 Chest + .5P Bonus prize on leaving bronze first time: 4 Chest Dailies: Large or small? (Give a player a random large with an option to reroll to a small. or maybe ask? That way someone with only a little time can choose a smaller quest with smaller rewards) Large: 3 chests + 2P Small: 2 chests + 1P Drafts: (do we want to keep current structure. if so) Cost of a draft = 7P (1 win makes it better than getting packs) 0 wins: 1 pack, crafting material equal to rare 1 win: 1 pack, 1P, crafting material equal to rare 2 wins: 1 pack, 2P, crafting material equal to rare 3 wins: 2 pack, 2P, crafting material equal to rare 4 wins: 2 pack, 3P, crafting material equal to 2 rare 5 wins: 3 pack, 4P, crafting material equal to heroic 6 wins: 3 pack, 5.5P, crafting material equal to heroic, elite ticket 7 wins: 4 pack, 7.5P, legend, 2 elite ticket (Not sure if this can be supported or not. each round is vs AI. prizes scale for wins in a row. Provides a grinding location for those scared of ranked but time inefficient.) VS A.I Free entry single elim 0 wins: 0.05P 1 win: 0.1P 2 win: 0.15P 3 win: 0.2P 4 win: 0.22P 5 win: 0.25P 6 win: 0.4P, crafting material for a heroic ends Summary: Daily gets you about 4.5-5 packs worth of silver a day depending some on chests. draft roughly every other day for free. Can grind ranked for more silver if wanted. Silver only buys draft and packs so draft is a good option for those with the time. If you do moderately well in draft one a day or more for free is very doable. This does not include special new player bonuses to help new players get started |
![]() |
|
| DrakeStorm | Jan 12 2017, 06:56 AM Post #2 |
|
I have the most experience with draft so here is my take. 7 games felt like too many. If I had a good deck, by game 6 I felt I had played it enough. Also the longer you go the more chance you have of coming up against the "god" deck - an over-powered Legendary or multiple copies of super strong heroics, etc. On the flip side, I think for less skilled players 2 and out seemed like not enough games. So the sweet spot seems to be 3-6 games. So this could be the distribution: 0-3 1-3 2-3 3-3 4-2 5-1 6-0 I also think you have to have the ability to go "infinite". It doesn't have to be easy, but it should exist. With the 7 game set up, I think the point should be somewhere around 5 wins (or 5.5). If lower it to 6 games that I mentioned above, then maybe still at 5. I think most of the draft rewards should allow you to re-enter a draft. Keeping the cards from draft is where growing your collection can happen. Not really on the topic of reward structure, but since I am talking about draft - I dislike Legendaries in draft, but I don't see a way around it. Initially I thought maybe you could still draft Legendaries, but don't allow people to play with them. But I have a feeling a lot of players, especially newer players might not like that. Not sure how you would do it anyway - maybe each pack opened you have a chance of a legendary (like now), and if you get one, its not one of the cards you draft, it just pops up as a reward and goes straight to your collection. I also was not a huge fan of them increasing the Heroic drop rate. The variance was a bit much. Some draft you would get 1-2 Heroics, and others you would get 6-7, good ones no less! But that really depends on the draft pool. If it is balanced, then more heroics isn't as much of a problem (except floods the game with more high rarity cards). This last set was pretty balanced. Having an option to play a phantom draft would help retain pure drafters. Hypothetically if it cost 200,000 silver to enter a draft where you keep the cards, you could enter with say only 150,000 and not keep the cards (or whatever the numbers come out to be). Seems like it would be easy enough to have a check box when you enter that says "Keep cards/Don't Keep cards". I envision a river - the drafters are upstream using silver or whatever currency to play draft, but once you get cards, that is downstream where constructed is. And there is no way to go back up. Cards can only be forged into new cards (not converted to play draft). And thus you give players the option if they want to go downstream, or keep getting silver and stay upstream. There needs to be some kind of Draft leader board or ranking or something to give drafters a sense of progression or accomplishment. Draft sets need to be rotated a little more frequently. Not too often (since I doubt its easy to create a balanced set). One option would be to have mini-rotations - analyze which cards are never being drafted/played and ones that are showing up in all the winning decks, and rotate those out. Would be nice if the draft algorithm had a keyword modifier (if it doesn't already). By that I mean that as you draft cards, it should look at the keywords (abilities, card types, etc.) of previously drafted cards and give you a slightly better chance (not a lot, just a little) of getting more of that type. That would make drafting tribal easier, or mobility, etc. It would then not be a total luck-fest of getting only 1 Abomination 1 draft and 8 the next. |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · General Discussion · Next Topic » |






8:06 PM Jul 10