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11/30/2012 17:52:40   
Nexus...
Member

Hello everyone.

I haven't posted in awhile because I haven't been playing this game, but I have a few questions about the upcoming Omega release that I hope will be addressed. Going from Beta to Gamma there was all kinds of hype. Enhancements were about to be implemented, and everyone thought the feature would change the game (in a positive way). In my opinion, it was one one of the more negative features that was implemented in this games history, not because of the feature itself, but because of the pricing behind it.

Going into Omega, I am definitely optimistic, and that is mostly because I don't think they have as much room with this feature to mess things up. With this said, they have yet to release pricing information which worries me a little. I have always felt that pricing has short-handed the player, whether it be with things like Sellback, Juggernaut, Enhancments, Styles, or Varium pricing, since the beginning of Gamma I have always felt that the devs in this game (or their bosses) were out to moneygrab more then the developers in any other game I have ever played. So when it comes to Omega, I am crossing my fingers that this time they get it right.

Correct me if I am wrong, but when I read over the design notes for a second time, I realized rearranging stat points was not going to be free feature, which worried me a little.

quote:

Upgrading your gear and rearranging your gear's stats will have both Credit and Varium options available.


With that said, here is hoping it stays under 250 Varium, and 7,500 Credits.

Now lets look at the next feature, which is the one that has the greatest potential to either improve or wreck the game. Gear Upgrades.

The developers have 3 options that I can think of:

[1]
Lets take a scenario that the developers decide to go with a one time "upgrade to your current level" fee (which by the looks of the picture IS NOT what they will be doing).

600 Varium (Armor)
500 Varium (Weapon)
450 Varium (Aux)
400 Varium (Sidearm)


or

10,0000 Credits (Armor)
8,500 Credits (Weapon)
7000 Credits (Aux)
6000 Credits (Sidearm)

* Remember these numbers are just hypothetical, and do not reflect any officially released information


This would extensively take care of the short-term, because level cap players who wanted to use their level 25 Beta Weapons, or Founder Armor, could upgrade them to their current level for a pretty fair price. However, once the level cap was raised, going from 35 to 36 with 1 set of gear, could cost you quite a bit (around 2000 Varium per level).


[2]
The second scenario would involve a set price per level.

100 Varium (Armor)
80 Varium (Weapon)
75 Varium (Aux)
70 Varium (Sidearm)

or


1000 Credits (Armor)
800 Credits (Weapon)
700 Credits (Aux)
500 Credits (Sidearm)

* Remember these numbers are just hypothetical, and do not reflect any officially released information

If the developers went this route, upgrading "your favorite level 6 weapon" would cost a very large sum of Varium or Credits (35-6 = 29*100 = 2,900 Varium or 29*1000 = 29,000 Credits) for an armor. However, this would be a very cost effective path for players who wanted to upgrade their gear 1 level when the cap is raised. With this said, for people who have gear that is currently severely under-leveled, the price would most likely be to much.

[3]

The third scenario, is the one the developers are likely to go with as we have seen it before in the enhancements system. If the developers go this route with the release, we will see scaling upgrade prices. What this would probably mean, is that there is a base price set for your level range, and then each level you upgrade your gear, a multiplier will be applied to that base price to determine the final price for your upgraded item.


Upgrading 10 levels will most likely be the most expensive upgrade you can purchase. Anything higher would probably make upgrading very low level weapons extremely pricey. So my best guess would be that ranges will be split into 10 level brackets, which will be reset (along with the price) every 10 levels. This section will be split into 2 sections, 1 for upgrading a armors 10 levels or less, and the other for upgrading an armor more than 10 levels.

[3a]
I have Founder Armor [Level 25] (I really don't, but lets just say I did), so I need to upgrade 10 levels in order to reach the level cap. For the purpose of this hypothetical, we will say the base for our 25-35 level range is 100 Varium or 1000 Credits for an armor, with a multiplier of 1.3 for Varium users, and 1.5 for those who prefer credits. The expression would look something like
quote:

100*(1.3)^10
for Varium, and:
quote:

1000*(1.5)^10
for Credits, in order to upgrade our founder armor 10 levels. This would land us near 1375 Varium, or 60,000 Credits respectively. We can use the same expressions to upgrade a level 34 armor to level 35, we just have to switch out the exponent for the multiplier. Upgrading an armor like Delta Knight from 34 to 35 would cost you either 130 Varium or 1500 Credits, which is pretty reasonable.

[3b]
Next lets take an armor like Nightwraiths Duds [Level 20 Version] and upgrade it to the level cap. In this scenario, Nightwraiths Duds is part of the 15-25 Level bracket. Lets say the base for any armor inside this bracket is 75 Varium or 750 Credits, and the multiplier remains 1.3 and 1.5 as established before. The expression would look like
quote:

(75*(1.3)^5) + (100(*1.3)^10)
for Varium, and:
quote:

(750*(1.5)^5) + (1000*(1.5)^10)
for credits. What we have done here, is taken the multiplier and base for the remaining 5 levels in the 15-25 range, and added it to the multiplier and base for the remaining 10 level in the range of 25-35. This would cost closer to 1600 Varium or 65,000 credits.


[4]

Another, less likely idea, is that the developers decide to model the gear upgrade system after the retrain system. This would mean that the player pay a set price of say 5000 Credits or 500 Varium, and then he/she could upgrade their item to their current level, no matter how outdated or under-leveled that item is. This would make upgrading armor/weapons that are both far from and close to the level cap very cost efficient, and would probably be the most optimal gear upgrade system for both Varium and f2p players.

*Credit to DanniiBoiixD for presenting this idea

As I have already said, these are just hypothetical's, and I'm still not sure how stat-reordering will work (or how much it will cost for that matter), but I'm sure we will hear more about that as they release details about the updated enhancement system. For the time being, I think we have covered the possible scenario's for the gear upgrade system.

Which one would you like to see in Omega, and which one do you think would work best? Have I forgotten one? Most importantly, what do you think the base, multiplier, level ranges, and end price should be?

Thanks for reading.


Prophet


< Message edited by Lycus -- 12/2/2012 16:20:48 >
Epic  Post #: 1
11/30/2012 21:10:59   
xGreen Warriorx
Member

#3 is definitely the one most similar to what will actually be implemented, as a far as I can tell it looks like the best one, except for the large varium to credit gap when upgrading many levels. I think the gap should be no more than 15x more credits than varium, to keep this from ending up like enhancements, where the credit prices are insane (170000 credits for the 10th enh? O_O).
AQW Epic  Post #: 2
12/1/2012 7:03:32   
Vegafire
Member

I would like to see a set price per + level and + 1 stat maybe 500 per stat untill maxed and 1500 per level untill maxed (credit) or 25 varium per stat and 100 varium per level?

With this it would cost 51000 credits to upgrade starter weapons to 35 and then stats on top of that which would make it more beninificial to buy higher level weapons and customise them :)



< Message edited by deathshadowslayer -- 12/1/2012 12:57:38 >


_____________________________


The Frost Guardians
AQW Epic  Post #: 3
12/1/2012 8:24:09   
ninja.fighter
Member

#1 is what i think will be done and they want to balance the game not completely ruin it cuz they want all players to play.If they implemnet any other point then there would only be varium in Ed and non var players would be extinct
Epic  Post #: 4
12/1/2012 10:14:42   
DanniiBoiixD
Member

My version of what they will do is that you pay like 5000 credits, or something like that, to change the level and stats of an item.
AQW Epic  Post #: 5
12/1/2012 11:12:03   
Chosen 0ne
Banned


I like number 1.

2000 varium for full item sets. Lets just say that these items cost 995 each, and the armor is 1.5k. Thats 4485. Add 2000 to that and you get 6485. That's a little bit more than half your varium in a promo. You can almost get 2 full sets of items with a 10k pack. That is an incredible deal in my opinion. This would be great. I would buy 10k packs a lot more often.
DF AQW Epic  Post #: 6
12/1/2012 17:04:12   
Nexus...
Member

@DanniiboiixD

That is an interesting idea. I suppose they could take the retrain system as a model for the gear upgrade system, I just can't see them doing that because of how much it would cut their profits. So with your idea, you would pay a set price, of say 5000 credits, or 500 Varium (as shown in the picture), and be able to upgrade your item to your current level no matter how outdated/under-leveled it is. I like it, this would definitely be optimal, but I wouldn't get my hopes up.

EDIT: Updated first post with your idea.

Prophet

< Message edited by Nexus... -- 12/1/2012 17:13:47 >
Epic  Post #: 7
12/1/2012 17:24:43   
Vypie
Member

They might go with option number 3, I think.

But maybe weapons will cost a number of credits/varium depending on the level increase.

From 24 to 25, it should cost less than 32 to 33. So, instead of increasing the price depending on the amount of levels upgraded, each level would have a value.


A level 1 weapon raised to level 5 would cost:
+20+24+29+35+42

A level 1 weapon raised to level 10 would cost:
+20+24+29+35+42+50+59+69+80+92

A level 6 weapon raised to level 10 would cost:
59+69+80+92


Additionally, changing the stats of a weapon should either be free, or with a fixed value depending on the level the weapon is at the current moment. (which would be related directly to the amount of stat points you can relocate).

Epic  Post #: 8
12/1/2012 17:46:18   
Nexus...
Member

Imagine how much a level 1 weapon raised to level 35 would cost...

20+24+29+35+42+50+59+69+80+92+105+119+134+150+167+185+204+224+245+267+290+314+339+365+392+420+449+479+510+542+575+609+644+680+717


= 9625 Varium

To upgrade a starter weapon. In other words it would cost a 10k pack of Varium.


Or maybe I misunderstood what you were saying.



Prophet
Epic  Post #: 9
12/1/2012 17:58:32   
Vypie
Member

I was talking about credits, but that's exactly the system I had thought!

But please, forget the numbers, they were just an example for better understanding. :)
Epic  Post #: 10
12/1/2012 18:17:32   
Nexus...
Member

This is pretty much the same as example number 3, the multiplier modifies the base each level, making it less expensive for low levels and more expensive for higher levels.
Epic  Post #: 11
12/1/2012 18:55:16   
Vypie
Member

Oh, I see! it is indeed very similar :)
It's my favorite option of all here, it's the most balanced, and it makes more sense to me.
Epic  Post #: 12
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