|
metadata
This opinions in this post are mine only and everyone in my crews may or may not agree
**CREW BATTLES**
The crew battle system is stale. Sir_Val commented that this was the reason for the recent change from 6 attacks to 5 in crew battles. The idea behind the change is crews would attack more crews above them, thinking they can win from the attack advantage and create more movement in the standings. In theory this logic is correct, however it isn't working for the following reasons.
1. There is no hurry. The crew rankings are timeless. If it takes a crew 1 week or 1 year it doesnt really matter. There's no sense of urgency to want to chance a loss against a stronger crew.
2. Even with the attack advantage, glowstones make the difference. The stronger crew will still win if they use enough of these things. The problem is, there's little to no incentive for a crew to use them just to move up in rankings. Example: Coelho is in 2nd place. If they attack Whale Behaved and use 3 glowstones, it will cost those players 20 gems. Even if the win gave them 1st place for the week, its only an increase of 5 gems as a reward from 2nd to 1st. Why would they want to spend 20 gems to possibly get 5 gems as a reward. It is illogical and is why rankings will remain stagnant.
I feel there are viable solutions to fix the crew system and make it exciting.
1. Remove Glowstones from the game entirely. I know this is an income source for the devs and this is a big thing to ask, but I will address how they can make up the loss of income from this later in the post. Glowstones are just a bad mechanic for crew battles. As I pointed out above, they are cost ineffective and create unfair battles. Crews want to know who has the strongest team. This can't be determined if Glowstones are in the game.
2. There needs to be a sense of urgency. I feel that the overall rankings should reset on the 1st of every month. Rewards can be given out on every 10th, 17th, 25th for weekly rewards with a final standing reward given out every 1st before the reset. With designated end dates for prizes and standings, crews will be forced to attack crews above them to obtain a desired rank before a reset. Keeping the battles at 6 for the attacker and 5 for the defender will now achieve the original goal the devs for hoping for. With no Glowstones to use, these matches will be fun and exciting. Strategy of who and when to attack will also play a roll.
I strongly feel these 2 changes to the crew battle system will make crew battles less stale and create a new buzz in the community.
**RELIQUARY SET**
This is a great way to intoduce cards. The box format allows players to draw from a limited card pool and increases the odds of getting a specific card they are looking for. I feel that most players have X that they are willing to spend on any game. X may equal 0 or it may equal $1000. The amount of X is irrelevant. The point is if players are spending less gems because Glowstones are removed, they will spend the gems elsewhere. Income will not decrease because of new content that will make the players want to buy.
I strongly feel that these cards are priced correctly and is a great idea from the devs. Thank you for the new content.
|
|
metadata
reliquary's exciting and all the cards so far (PS, I saw Iole!) are either fantastic or interesting so no complaints there. I just wonder where this 1,400 gem buyout cost came from haha, I'm trying to piece it together...
if a good, regular player makes 340 gems a week by logging in and beating the coliseum every day, being in a top ten crew and top 25 in the arena, then they can scrape together 60 more through chest drops and eq sales and then... spend a hundred dollars on a thousand gems and stay regular? heh
congratulations to anyone who can truly empty every one of these boxes :) personally I will have to consider it a very occasional treat to receive one of these cards
now that gems ARE stretched so dramatically I agree with Trotster and think glowstones could frankly get lost
|
|
metadata
**Crew battles**
The key issue with crew rankings tending to stagnate is I think twofold:
1. There is little incentive for players to change crews, so crews tend to improve at rughly similar rates with some interruptions when top players leave or join in numbers. With power rankings changing little, crew rankings do not change much.
2. There is little incentive to fight relatively strong crews as rewards for ranking are low relative to glowstone cost and there are few other rewards. Also, most crews are well aware of their relative power and know a likely loss when they see it.
Note that the change to only 5 battles for the defence made matters worse as lower ranked crews have great difficulty now to gain crowns for winning an upset on defence. This makes things more stagnant not more dynamic.
I do not think dynamism in crew rankings can be achieved unless the incentive structure is made to encourage attacks against similar or higher ranked crews and more is done to ake crew power levels fluctuate. Glowstone existence also encourages conservatism in crews as their cost is so excessive compared to any gains from using them.
I'll third the call to abolish glowstones, since crews need a way to introduce some strategy other then raw power comparison I'll also suggest we start discussing such mechanisms.
**Reliquary**
Looks like an excellent addition overall. Many of the cards look well worth using and given how many I'm already seeing in use that view is widely shared. Some new mechanisms and recombinations of existing onse also seem well suited to encouraging new strategies to change the meta.
Unless my math is wrong the average cost of reliquary cards is actually a little lower then for epics/legendaries from packs and the box distribution system makes getting cards much less random, so the pricing seems fair.
|