Re: guild shop one hour bonanza event?
Posted: Tue Apr 08, 2014 2:00 pm
Nice analysis Durst... Would be great to see some traction on this. I think with an addition like this you could vet the positives and negatives, but the overall impact of this would cause a net positive change for the DE community without minimizing PM’s profits or diluting the game content. Here are some additional thoughts:
- The shop is the only thing keeping some coming back – this helps somewhat alleviate that;
- Reduction in shop refresh = new goal & more game progression;
- Extends the life of the game by offering more variety;
- Increases player activity;
- Allows more GP spending, particularly for material;
- Equally beneficial to all players, not just high level ones;
- As the shop refresh time reduces for tenured players, this makes so-called end game objectives such as skill leveling a bit more realistic (yet still near-impossible);
- For game progression, the more tenured player requires less of the less desirable 4* and 5* cards, therefore a reduced shop rate is less skewed towards new players;
- Loss in gem spending for shop refreshes is offset by increasing player retention by using the formula: xx hrs spent playing = xx gems purchased; Or in other words, the longer a player has interest in the game and checks in, the more they are likely to spend over time.
The timeline for allowing an item like this to drop and give the player any benefit would have to be in line with the time it would take for a player to reach a point in the game where they begin losing interest. Thinking critically, the biggest drawback of this idea would be reducing refreshes on the drop rate:time ratio modifies PMs original intent for card acquisition and game progression; however with more content on its way, why not?
I think a drop for this kind of item could be somewhere in between birdman and a rainbow treasure map
Thoughts PM?
- The shop is the only thing keeping some coming back – this helps somewhat alleviate that;
- Reduction in shop refresh = new goal & more game progression;
- Extends the life of the game by offering more variety;
- Increases player activity;
- Allows more GP spending, particularly for material;
- Equally beneficial to all players, not just high level ones;
- As the shop refresh time reduces for tenured players, this makes so-called end game objectives such as skill leveling a bit more realistic (yet still near-impossible);
- For game progression, the more tenured player requires less of the less desirable 4* and 5* cards, therefore a reduced shop rate is less skewed towards new players;
- Loss in gem spending for shop refreshes is offset by increasing player retention by using the formula: xx hrs spent playing = xx gems purchased; Or in other words, the longer a player has interest in the game and checks in, the more they are likely to spend over time.
The timeline for allowing an item like this to drop and give the player any benefit would have to be in line with the time it would take for a player to reach a point in the game where they begin losing interest. Thinking critically, the biggest drawback of this idea would be reducing refreshes on the drop rate:time ratio modifies PMs original intent for card acquisition and game progression; however with more content on its way, why not?
I think a drop for this kind of item could be somewhere in between birdman and a rainbow treasure map
Thoughts PM?