by slacks » Fri Jun 13, 2014 3:51 pm
Personally, I always found gem draws to be too expensive. I think 90% of DE players do a few draws to start out but quickly realize the risk and amount of money spent for such a low probability is not worth the cost. As mee put it, ~$33 for a random 6* card is definitely expensive no matter who you are, particularly if you are risking getting a card you don’t want or necessarily need. That said, and without getting into comps, surely the frustration coming out of this thread stems from the value the player is getting in return for their gem draw.
Durst’s point that increased rates would result in an easier game and therefore would lose players quicker is certainly true as well. The biggest question is whether gem draws could be made to be more cost-effective, meaning they allowed players to still draw and keep the integrity of the game intact, but offer more in return. The answer to this is yes – the game can absolutely offer more while keeping the game’s difficulty and rate of advancement the same.
Several ideas to add value to gem recruits:
- Increase the value of Sailor Miles. Since Sailor Miles are a byproduct of spending money on gem recruits, it only makes sense for them to have even more value. The value of Sailor Miles can be increased by allowing them to be spent on personal player stats. i.e. 500 Sailor Miles can help individuals boost their stats similar to the Guild Lab (including HP, ATK, Gold%, etc.). This way, there is a personal platform for promoting your own stats as well as the existing guild lab structure.
- Offer more sailor miles per gem recruit. The math has already been done, but if you want a great card through spending, you’re going to drop ~$500 for Pandora/Andromeda. For many, this will never be attainable to even get a recruit halfway through the ladder. If more sailor miles were given in conjunction with more options to offset the quantity, the difficult cards would still be difficult to attain as the temptation to spend the current SM stash on personal stats would loom.
- Run sales on gem recruits similar to sales on gems. Holding on to your gems takes discipline, and surely if you can hold them long enough to coincide with a 50% off gem recruits, you’ve earned having the bonus of both discounted gems and discounted recruits. But even if you’re not that patient, why not run a sale on gem recruits and offer them at a lower gem cost occasionally? Chances are the lower price point will attract more players to spend and feel like they’re getting more for their money.
- Use Sailor Miles to unlock special dungeons. These dungeons could contain gem recruit cards where only finishing the final map of that level (similar to the story maps) would allow a player to obtain these cards. This way, players would still need to spend gems to obtain the cards, and the difficulty of level set for these dungeons would be at a level so that novice players couldn’t simply spend their way to get every card. Further, it would offer yet another set of maps to complete.
- Allow sailor miles to be spent on player boosts. This could be anything from a 24-hour CP boost of 10+ to increasing the chance of gold chests.
- Allow an exchange of GP for gems. Guild Points are the lifeblood of a players activity. It creates their wealth of pots which increases their playing activity. Allowing a certain exchange rate for gems (i.e. 10,000 GP = 10 gems) would increase the value of GP even further by giving a player the option to recruit with them rather than buy items in their shop.
All in all, I think there’s much more value the gem recruits could offer, but I think the key is not changing the drop rates, rather allow for active and/or tenured players to have more ways to attain recruits which would ease some of the frustration of a bad draw while furthering gameplay.
Dragon Era | slacks - a6355d | Guild - Elite