Guild shop

Re: Guild shop

Postby admin » Tue Feb 11, 2014 11:00 am

digitalwei wrote:
DrRickso wrote:
Streak wrote:If you guys are changing this you need to take a serious look at the gold for cash ratio as well. Only once did I ever consider it due to a good card in shop no GP, not enough gold and not the weekend. Anyone who has ever done the mines would never pay what you are asking for gold. If you give a higher gold per cash ratio and make the changes to the shop you are doing you may actually see people utalize that. I don't care if Zues or Reaper was in the shop and I didnt have enough I would never buy gold.

If we can't stop these shop changes please look into changing this as well.


true... gold ratio is seriously broken. need to add a few zeros to the end of those to even make it considerable. start at 100,000 for a buck or something.


Agreed on above, but what difference does it make if we can buy gold (and therefore GP) more cheaply if there's no where to spend it in the new shop model?


This was one of my argument against the change as well, but then I was shown data that coin purchases only makes about 5% of the in-app sales as majority of high level players aren't lacking in coins. I brought the increasing gap issue and was told that increase appear rate but applying a limit actually helps to bridge the gap, making it easier to get 6-star cards but harder for 7-8 stars (which how they should have been).

Anyways, I have done the best possible for now with the final concessions made. Hope you guys will be able to find and stock-up on what you need in the coming week from the guild shop. For those who can understand and will come to peace with this change, I will continue to provide the best support possible to help and improve the game for the community.
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Re: Guild shop

Postby Lickzy » Tue Feb 11, 2014 11:02 am

I understand WHY the guild shop changes are taking place, but can someone from playmage tell me what it is you hope to accomplish with these changes? Besides upsetting your big supporters and spenders? please advise.
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Re: Guild shop

Postby digitalwei » Tue Feb 11, 2014 11:17 am

Lickzy wrote:I understand WHY the guild shop changes are taking place, but can someone from playmage tell me what it is you hope to accomplish with these changes? Besides upsetting your big supporters and spenders? please advise.


Having been a developer myself for the previous (xx) years of my career, I bet part of it is a simple facepalm on the part of the developers for letting a major bug like this be out there for so long. In their minds, it is a "bug" and not a "feature" and therefore has no part in the game and never did play a role in their overall vision of the game. Apparently this vision is one where 7* and 8* cards a truly ultra-rare (as they themselves describe in various places in the game).

Of course, now that the cat has been out of the bag since inception ...

... well, we've beaten that argument to death already.
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Re: Guild shop

Postby slacks » Tue Feb 11, 2014 11:23 am

digitalwei wrote:a more useful change might be going back to hourly shop refreshes.


Three constructive thoughts:

1) I think the suggestion above is the best suggestion to fix this for now. It helps offset the drop rates and alleviates an insanely long time of waiting for cards. In the four months I've been playing this game, I still haven't seen the vast majority of the cards in the shop. That means it could take me a year just to get certain a 7* card (if I don't sleep and check my shop every 3 hours).

2) If the guild shop had been done this way from the beginning, it would have been eventually altered because it slows gameplay and stifles progress which causes people to quit playing. Changing it now and taking such a hard stance comes off as stubborn to cover PM's QA team's oversight. I understand this was how it was initially intended, but think if this had been implemented from the beginning... At some point, PM would agree that the singular buy option for 6* is not optimal and thus a multi-buy option would help the UX. We're taking a step backwards here as the original intent would have never been successful.

3) It has been said previously that upgrading skill levels for cards is only for the highest level players - that was taking in consideration the old guild shop model. From what I'm reading, the highest level players have no shot at this anymore (or anyone else for that matter). Yet, there still remains no possible way to upgrade skill levels for high level cards outside of Panzers. Full Heal cards have no shot. GW cards have no chance. Skill level was a small item that never made sense to me, and now it makes even less sense because of this guild shop change.

PM admin - can you specify what the specific drop rate will now be for 6* cards?
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Re: Guild shop

Postby Streak » Tue Feb 11, 2014 11:50 am

admin wrote:
Streak wrote:If you guys are changing this you need to take a serious look at the gold for cash ratio as well. Only once did I ever consider it due to a good card in shop no GP, not enough gold and not the weekend. Anyone who has ever done the mines would never pay what you are asking for gold. If you give a higher gold per cash ratio and make the changes to the shop you are doing you may actually see people utalize that. I don't care if Zues or Reaper was in the shop and I didnt have enough I would never buy gold.

If we can't stop these shop changes please look into changing this as well.


This was one of my argument against the change as well, but then I was shown data that coin purchases only makes about 5% of the in-app sales as majority of high level players aren't lacking in coins. I brought the increasing gap issue and was told that increase appear rate but applying a limit actually helps to bridge the gap, making it easier to get 6-star cards but harder for 7-8 stars (which how they should have been).

Anyways, I have done the best possible for now with the final concessions made. Hope you guys will be able to find and stock-up on what you need in the coming week from the guild shop. For those who can understand and will come to peace with this change, I will continue to provide the best support possible to help and improve the game for the community.
[/quote]


It is that low because people find the mines and ask themselves why the heck would I ever buy gold???? I can buy several energy pots and farm the stuff for 1% of the cost. I'm telling you, if they increase gold ratio with these changes you guns might actually see an increase. I'm level 108ish ATM and work retail so lots of weekend hours. I do sometime lack for gold. I can't farm all day like some people. I know there has to be other people out there like me who are love this game to feed their gaming addiction and busy lifestyle (autospin for the win). The REASON it's so low is due to it's complete rediculousness in pricing. If I see a good six star in shop I want to be able to have a back up plan should I want it bad enough and not have the GP ATM from maybe buying another 6* card previously. There is no card I want bad enough to drop several hundred to obtain. I'm a retail manager, mom, friend, lover, maid, chef, taxi cab driver, and gamer addict. This is one of my only forms of entertainment due to my busy lifestyle and it works for me. I'm more then happy to pay for my entertainment, but jeesh... Make it worth it. Like I said before NO card is worth those prices in gold should the need ever arrise for me to buy gold.
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Re: Guild shop

Postby DrRickso » Tue Feb 11, 2014 12:02 pm

A few ideas on how to take some of the sting out of guild shop fiasco...
1) offer 7* and 8* cards in the shop
2) open up the guild shop to contain all 6*+ cards and not limit them to a few types
3) remove all lower level cards and material from showing up so that better cards can be cycled in each refresh
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Re: Guild shop

Postby Streak » Tue Feb 11, 2014 12:04 pm

And I apologize, apparently when I get excited I can not type and change my thought process mid sentence occasionally. This is what happens when your trying to get that all out before customers come into your store.
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Re: Guild shop

Postby Linyx » Tue Feb 11, 2014 12:38 pm

Whether it was intended or a bug is irrelevant at this point, you created a precedent and allowed the end game players to develop goals to keep us playing. Now you are decapitating the goals for a model of years of play. Regardless of what the developers intended they failed to test the model to see if the goals were reasonable. Up until now it has been reasonable getting a card that can compete in arena and be useful, it make take 3 months for an 6* that upgraded into a 8* but it gave us reasonable goals to reach building the guild points. Now you are taking those goals and extending them well beyond the life of what a normal person could be expected to play this game. The skill upgrades alone would have left goals, now upgrading a skill on a card is nothing but a farce. You are removing the end game content for an alternative of gem buying terrible cards with a micro chance of getting a useful card you already have that you want to turn 7* or even 8*.
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Re: Guild shop

Postby admin » Tue Feb 11, 2014 1:36 pm

slacks wrote:
PM admin - can you specify what the specific drop rate will now be for 6* cards?


For level 7 guild shop, the current chance for a 6-star card (excluding Jewel Dragons) showing up in a single refresh is roughly 2.1%. When the change goes in effect in a week, it will be increased by 50%-60%. I cannot provide specific odds for any individual cards or what cards are in the shop, but the odds for the best 6 star cards are roughly half of the others.

Streak wrote:And I apologize, apparently when I get excited I can not type and change my thought process mid sentence occasionally. This is what happens when your trying to get that all out before customers come into your store.


No problem. I will forward idea of increased coin payout for purchases as player level up higher to our design team for possible considerations as a future change.
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Re: Guild shop

Postby hamate » Tue Feb 11, 2014 1:52 pm

DrRickso wrote:3) remove all lower level cards and material from showing up so that better cards can be cycled in each refresh


should definitely keep the materials because i cant be bothered spending 50 energy point to get a gold/purple/rainbow treasure map or try to fam 20 dragon hearts haha.

but the low level cards should definitely be removed as no one ever buys them. By the time you manage to find a guild and join one and able to make 200gp you would not be needing magma fish or a level 2 golem
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