by digitalwei » Tue Feb 11, 2014 7:54 am
game imbalance you mean ... this is not a rant, but some observations / predictions. Please take this in the way it is intended. I still really like the game and will still play, but this "simple" change will have a very dramatic impact on the game. It will certainly change my game play style and my spending habits. I do have a few suggestions to further help offset these effects. Thank you for your consideration.
1) This will create an immediate upper and lower class of players. Consider all the higher level players who have been able to buy multiples up to this point vs everyone else. This will create a HUGE schism between them and the rest that will be insurmountable. In effect, those who have been lucky enough to cash in on a few good finds in the shop will always be at the top of the heap. Worse, players in the lower tier will not be able to "graduate" unless they spend $$$ in pure gem recruits. Suggestion: we will need another path to obtain cards - perhaps more sales / deals on card recruiting would be a good offset.
2) Shop % roll change will not make much difference. Even if the 6* changes are multiplied, the chances are so low now and with show refresh at 3 hrs, it will take forever and a day to find enough to evolve (3 x nearly 0% is still nearly 0%). Suggestion: a more useful change might be going back to hourly shop refreshes.
3) Card limit will be too constraining. Players will have to store many, many more half-baked cards in hand now, hoping to see that next re-roll in the shop over many months, making the 150 card limit constraining. In the current situation, we can at least focus on a particular card at a time, buying the lot when they rarely roll up in the shop and then spending the next few weeks leveling/evolving them perhaps just in time for the next new card to roll up in the shop. In the new situation, we will have to hold many, many 1/2 done cards and will soon choke on the 150 limit. Since it has been explained earlier that we cannot increase the card limit due to memory/speed limitations, this will further reduce player's abilities to fully evolve cards. Suggestion: none, sorry.
4) 7* and 8* dragons will no longer be created. Dragons are unique in that they take a ton of evolves to grow. It takes 32 baby dragons to make a 7*, and 64 to make an 8*. There is no way someone starting new, will be able to wait for 64 shop refreshes (minus the few you might find in daily, and in normal stages) to buy all the babies you'll need to evolve an 8*. Whomever already has these evolved dragons, congrats, they will remain unique in the game. Suggestion: allow higher * dragons to appear in the shop to offset this.
5) Weekend mines become far less valuable. Typical power player practice now (at least myself and many of my friends) is to use a ton of energy refills over the weekend and mine constantly. I will make $50 investments purely for energy alone and use it up in ~2 weekends. Last weekend I mined 10mil, for instance, and it was nearly constant activity. In today's shop, one find of a good 6* (which happens only perhaps once or twice a month, if you are lucky - at least for me) will wipe out that 100K gp stash, forcing me to keep mining at this huge clip. With the new shop mechanics, I will be able to save my $$, since I won't need to mine hardly anymore, since there will be little in the shop to use up my gp. This will further add to the 2-tier class system, since many higher level players have a lot of gp / coin stashed and will not be able to spend it now. Suggestion: none, but my pocketbook thanks you for this change. I won't need to be spending any more $$ in this game since natural energy growth will be more than sufficient to keep up with whatever little bit I might be able to buy in the shop. Also my weekend thanks you. I can now do other things with my weekend, rather than mine-mine-mine.
As always, your active support of this game is a paramount "feature" so I look forward to your response. Many thanks, GreyRose