Currency-Related Suggestions [support this for improved prices!!] (Full Version)

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Stabilis -> Currency-Related Suggestions [support this for improved prices!!] (10/4/2012 12:32:18)


  1. Varium - Credit Conversion Rate and Separate Varium - Credit Costs


    • At the current time, using 2 samples from enhancements and class change 1 varium is approximately 50 credits. Using this conversion an item costing 35000 credits should also cost an alternate price of 700 varium. This is not true, using the Charbinger Sword and Elite Charbinger Sword as examples, the Charbinger Sword costs 35000 credits and the Elite Charbinger Sword with a full credit to varium conversion costs 1195 varium. Almost a 500 varium difference ($2.50) and the same item with different art. I remember items having unique credit or varium costs as of Infernal Android, why stop? The Robot is a great invention with a great price, it's main cons being negative to balance as it did obtain a nerf. The current credit and varium costs are not recommended. With a proportional credit and varium cost, regardless of payment, varium buyers are still required to play 1, 2, 6, 12 hours to obtain the credits required to buy premium items. I myself do not play AQW, but their payment options are considerable. AdventureCoin or gold. Time or money, instead of money and time or time (memberships exist, however). The main problem is the pricing of free items versus premium items. The Elite Charbinger Sword for example has a credit cost of 12000, while the Charbinger Sword has a credit cost of 35000. This is approximately 3 times the credit cost, but still a credit cost. A free player needs to only play triple of the time spent by a varium buyer to obtain said item... yet the varium buyer is still required to play 1/3 of the free player's time and pay $1->10 as well. Lets separate varium costs from credit costs and discover the right equilibrium that suits all of us. If you have spent a $50 package in time < 1 week then quote this statement in your post. $50 may be the price of a game in a big-box store and a game from a store may yield months of gameplay, so, personally- why would updating my equipment in 1 game session (an update that involves new items) cost $50? I suggest that the impact per unit of varium is increased. The conversion rate could be 100 credits equals approximately 1 varium boosted from 1 varium equals approximately 50 credits. Also, this may bring potential to implement a converter from varium to credits, converting money to time while money is still equal to time. The inflation in the value of varium does not affect the prices of credit items.

      So, using the new conversion rate, an item costing 1000 varium or 50000 credits now costs either 500 varium or 50000 credits (same stats and same enhancements).

      tl;dr- 1 varium = 100 credits, items cost either varium or credits not both, the value of varium is doubled, free items have the same status as premium items


  2. New Enhancements


    • The sum of all enhancements for an item is equal to the cost of the item. The following is the mathematic equation...

      Let x = number of enhancements

      Let y = cost of item

      Let z = cost of 1 enhancement

      y = (x)z + (x-1)z + (x-2)z... (x-x)z

      For example:

      x = 10 enhancements

      y = 1000 varium

      z = ?

      1000 = (10)z + (10-1)z + (10-2)z + (10-3)z + (10-4)z + (10-5)z + (10-6)z + (10-7)z + (10-8)z + (10-9)z + (10-10)z

      1000/z = 10+9+8+7+6+5+4+3+2+1+0

      1000/z = 55

      z = 1000/55

      z = 18.18181818

      I was infuriated I thought I was going in depth with math functions when all I was doing was factoring and sigma logic.

      Enhancement 1: 18 varium "alternating round down, then round up, down, up, etc"
      Enhancement 2: 37 varium
      Enhancement 3: 54 varium
      Enhancement 4: 73 varium
      Enhancement 5: 90 varium
      Enhancement 6: 110 varium
      Enhancement 7: 127 varium
      Enhancement 8: 146 varium
      Enhancement 9: 163 varium
      Enhancement 10: 182 varium

      Enh. 1 + Enh. 2 + Enh. 3 + Enh. 4 + Enh. 5 + Enh. 6 + Enh. 7 + Enh. 8 + Enh. 9 + Enh. 10 = 1000 varium = y

      Voici, voila,

      I made a simple program logic for Rabble/Titan to quickly determine the enhancements cost on each item and saving the result on a document. No need to tell me 'thank you':

      #this is generic logic so you may need to format it to Flash since I believe that is what is used#

      *new program*

      string varfile = input [enter the name of the item and currency (credit or varium)]
      varfile = file.open [write, varfile + ".doc/txt"]
      integer var1 = input [enter the number of enhancements] + 1
      integer var2 = input [enter the cost of the item]
      integer var3 = 0

      repeat q range [1, var1] #q being the counter in the loop#
      `var3 += q

      var4 = var3 / (var1 - 1)

      varswitch = true

      repeat q range [1, var1]
      `if varswitch == true
      ``varfile.write [string (round.down [q * var4]) + /n] #/n being new line#
      ``varswitch = false
      `elseif varswitch == false
      ``varfile.write [string (round.up [q * var4]) + /n]
      ``varswitch = true
      `else
      ``show [what on earth... ERROR 42]
      ``exit

      varfile.close []

      end

      tl;dr- enhancements do not cost more than the item itself, cheaper prices for all




ND Mallet -> RE: Currency-Related Suggestions [support this for improved prices!!] (10/4/2012 14:28:26)

1. The problem with sole varium purchases is that it gives them a HUGE advantage for buying varium. They put credit prices with them for the sole reason of preventing players from buying varium and getting everything they need in-game just from that and making it highly P2W. As it stands with the current gear varium players still get a tremendous advantage towards a F2P due to how much they need to spend for the free gear. It took me 2 days of farming, one before the release and one after the release, to get the credits to get the armor. That doesn't sound too bad but I started my farming with 10K credits and had to get 9K sellback from current armor to get the new one(which I admit was a huge risk because any error at all would have cost me an armor and 9k credit loss from having to buy the armor that I just sold).
2. The problem with your system is that it greatly increases as level goes up. Down at level 1 you get weapons as low as 25 varium and only 4 slots so you probably wouldn't even have to pay more than 10 varium to fully enhance it. But at lvl 35 when you buy a promo you'll be paying 2k varium for the entire thing. Let's consider the Bunnyzooka which cost 2200 varium to buy or the Eggzookas which also cost 2200. This pricing may be fine now but what happens when we start reaching the levels where permanent items cost 2200 and the promos go for as much as 3000+?




Stabilis -> RE: Currency-Related Suggestions [support this for improved prices!!] (10/4/2012 15:14:54)

RE: 1:

I can understand that an injection of money into EpicDuel will allow near-instant acquisition of any item without credit costs. Without credit costs varium buyers will be battle ready with enough varium without the need to inject time into EpicDuel. I would have to admit, free players require staggering dedication to sit and play EpicDuel for the hours required to obtain an item. This may bequest of a change in prices for free items, to how much I do not know, but to be able to earn enough credits in a given timeframe before various limited items go rare. These are players who are loyal enough to endure PVP, get beaten, get bored or still joyful, so we could definitely treat them with some sort of gift. Maybe daily mission challenges for credits?

RE: 2:

The core of the issue here is an expanding inventory. When do the prices stop or do they climb forever I do not know. I recommend that the prices crest beyond a certain value. I would not pay $50 in-game for just a Primary mainly because it is not worth it. I would quit paying my $50 after that point. I find that an acceptable max would be 10000 varium / 4 / 2 which is 1250 varium. That would be enough to buy an entire set and fully enhance. This is largely dependent on the business approach however, whether Titan chooses to cap the costs or expand further.




Mr. Black OP -> RE: Currency-Related Suggestions [support this for improved prices!!] (10/4/2012 22:22:22)

Supported, because it makes the game reasonably priced. But it should go even further by making weapon prices lower themselves as well.
quote:

2. The problem with your system is that it greatly increases as level goes up. Down at level 1 you get weapons as low as 25 varium and only 4 slots so you probably wouldn't even have to pay more than 10 varium to fully enhance it. But at lvl 35 when you buy a promo you'll be paying 2k varium for the entire thing. Let's consider the Bunnyzooka which cost 2200 varium to buy or the Eggzookas which also cost 2200. This pricing may be fine now but what happens when we start reaching the levels where permanent items cost 2200 and the promos go for as much as 3000+?

That's the problem with the game, we end up paying up to $11 dollars for a weapon that needs to be enhanced by paying even more to even be useful.
They NEED to fix in game prices, personally I put this issue above balance.
$50 here is a full set of enhanced weapons that get outdated incredibly fast where $50 in a Gamestop could get you a a new game that's been out for a few months which gives you months of gameplay.




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