Guild shop

Re: Guild shop

Postby digitalwei » Wed Feb 12, 2014 5:10 am

admin wrote:Thanks for understanding. The increased 6-star odds that will go into effect on the 18th will reduce the average expected refreshes before a good card shows up.


I'll go one further admin, prompted by the new thread on cp cost of evolve. The new shop will take care of that "problem" too. Not automatically buying fully evolved cards might actually force us into a more efficient use of cp by staying with lower *'s. The only way around that, previously, was to buy 5 cards to end up with an 8* and a 6* for whatever circumstance, and we all have to admit that was probably a little much (it certainly cost in GP). And I'm not saying this sarcastically, it might actually be a good thing.

However, let me put in one more suggestion. While developers are at it, actively changing game mechanics and all, why not fix the maximum level 150 bug? I think there are a pretty good number of folks stuck at 150 now, who would appreciate a little gift as incentive to "get over it and forge ahead."

Thanks for your support as always admin. Much appreciated.
-GreyRose
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Re: Guild shop

Postby Clos » Wed Feb 12, 2014 5:13 am

digitalwei wrote:
admin wrote:Thanks for understanding. The increased 6-star odds that will go into effect on the 18th will reduce the average expected refreshes before a good card shows up.


I'll go one further admin, prompted by the new thread on cp cost of evolve. The new shop will take care of that "problem" too. Not automatically buying fully evolved cards might actually force us into a more efficient use of cp by staying with lower *'s. The only way around that, previously, was to buy 5 cards to end up with an 8* and a 6* for whatever circumstance, and we all have to admit that was probably a little much (it certainly cost in GP). And I'm not saying this sarcastically, it might actually be a good thing.

However, let me put in one more suggestion. While developers are at it, actively changing game mechanics and all, why not fix the maximum level 150 bug? I think there are a pretty good number of folks stuck at 150 now, who would appreciate a little gift as incentive to "get over it and forge ahead."

Thanks for your support as always admin. Much appreciated.
-GreyRose


+1
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Re: Guild shop

Postby admin » Wed Feb 12, 2014 5:47 am

digitalwei wrote:
admin wrote:Thanks for understanding. The increased 6-star odds that will go into effect on the 18th will reduce the average expected refreshes before a good card shows up.


I'll go one further admin, prompted by the new thread on cp cost of evolve. The new shop will take care of that "problem" too. Not automatically buying fully evolved cards might actually force us into a more efficient use of cp by staying with lower *'s. The only way around that, previously, was to buy 5 cards to end up with an 8* and a 6* for whatever circumstance, and we all have to admit that was probably a little much (it certainly cost in GP). And I'm not saying this sarcastically, it might actually be a good thing.

However, let me put in one more suggestion. While developers are at it, actively changing game mechanics and all, why not fix the maximum level 150 bug? I think there are a pretty good number of folks stuck at 150 now, who would appreciate a little gift as incentive to "get over it and forge ahead."

Thanks for your support as always admin. Much appreciated.
-GreyRose


We currently have 25 players at level 150 and was planning to raise the level cap when we have about 100 players hitting the cap. I will double check to see if the cap can be increased a bit earlier so max out players aren't stuck on the capped level for too long.
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Re: Guild shop

Postby Slikknick » Wed Feb 12, 2014 6:02 am

Any news as to when we can expect to see the library of cards significantly increased? This would have been a simple fix to the so called guild shop bug.
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Re: Guild shop

Postby Nakazawa » Wed Feb 12, 2014 6:46 am

Playmage, you NEVER learn from your errors. Did you forgot what level cap did to Dream World?
You can write "I want this game to slowly die like it's in coma". Do what you want, game Is yours and yours Is its lifespan too.

Enjoy
Kermit, GM of Damn Guild Name.
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Re: Guild shop

Postby digitalwei » Wed Feb 12, 2014 7:40 am

admin wrote:We currently have 25 players at level 150 and was planning to raise the level cap when we have about 100 players hitting the cap. I will double check to see if the cap can be increased a bit earlier so max out players aren't stuck on the capped level for too long.


Thanks admin. Two more data points to add to your discussion. As mentioned earlier, this issue has a history in Playmage with DreamWorld, so I'm well versed on the topic ;-).

1) Add to the list of 25 who are already capped, the many others in the 130's and 140's who are intentionally slowing down game play or at least experience gain, just so they don't cap too early.

2) Factor in the fading activity/interest of the 25 already capped, who are, by definition, probably your most active players. The longer they (we) are stuck, the more likely we will not recover activity when the cap is finally raised months from now (by current definition). Why penalize your early adapters / supporters?

Thanks.
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Re: Guild shop

Postby admin » Wed Feb 12, 2014 8:48 am

Slikknick wrote:Any news as to when we can expect to see the library of cards significantly increased? This would have been a simple fix to the so called guild shop bug.


There will be some new cards added with our next major expansion of the game, which the date hasn't been determined yet as we are still in the planning phase.

digitalwei wrote:
admin wrote:We currently have 25 players at level 150 and was planning to raise the level cap when we have about 100 players hitting the cap. I will double check to see if the cap can be increased a bit earlier so max out players aren't stuck on the capped level for too long.


Thanks admin. Two more data points to add to your discussion. As mentioned earlier, this issue has a history in Playmage with DreamWorld, so I'm well versed on the topic ;-).

1) Add to the list of 25 who are already capped, the many others in the 130's and 140's who are intentionally slowing down game play or at least experience gain, just so they don't cap too early.

2) Factor in the fading activity/interest of the 25 already capped, who are, by definition, probably your most active players. The longer they (we) are stuck, the more likely we will not recover activity when the cap is finally raised months from now (by current definition). Why penalize your early adapters / supporters?

Thanks.


There are actually a much bigger incentive for hitting the level cap earlier to enjoy the large CP pool compared against Dream World. However, your second point is very valid and it's the reason we are considering increasing the level cap sooner (it will likely to happen sometime in the next week or two depending on amount of work involved)
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Re: Guild shop

Postby DrRickso » Wed Feb 12, 2014 9:02 am

admin wrote:However, your second point is very valid and it's the reason we are considering increasing the level cap sooner (it will likely to happen sometime in the next week or two depending on amount of work involved)


Did I just read that right? Cap Level increased in a week or two? Nice TY!


Also regarding the guild shop change- Moxious had suggested being able to get 2 4*+ cards from higher level guild shops. While not as good as unlimited, at least being able to make one 7* if you have the GP would take some of the pain away from the planned changes. Any possibility there?
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Re: Guild shop

Postby digitalwei » Wed Feb 12, 2014 9:32 am

DrRickso wrote:
admin wrote:However, your second point is very valid and it's the reason we are considering increasing the level cap sooner (it will likely to happen sometime in the next week or two depending on amount of work involved)


Did I just read that right? Cap Level increased in a week or two? Nice TY!


+99

Holding my breath...
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Re: Guild shop

Postby Linyx » Wed Feb 12, 2014 1:36 pm

I would appreciate to have the reasoning behind this explained to me by the dev team. So a single 8* dragon costs 64 babies and it can be fed 6* for skill increase. So for a 90% feed it would take 96 babies per strengthen and to max the skill out would take 20 strengthens. So 1920 plus the original 64 would be 1984 baby dragons(assuming that you never fail at a 90% chance). So If my guild shop let me buy one of them a day(assume I get really lucky and see the same color every single day.) that means it would now take 5.4 years to ever max one out. This really seems reasonable to the dev team? Please don't inform me on how you had no intention of ever letting a card get maxed out because if that is your intention then why set the maximum so high, or even have strengthening for skills? I think that by calling it a bug that whatever the intention of the time scale of people using the guild shop was originally planed to be is now completely pointless. Or is this just that badly of a designed game. Even taking into account gem purchases this is still years on the scale for a mediocre card. Does the dev team even care about the game model or did the financial team decide on the current patch change by themselves? Nothing about this patch seems though out at all. It is insulting to your player base and the company should be held accountable for that.
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