Lord Machaar -> RE: Discounts (5/29/2016 12:54:36)
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Credit prices in my opinion should also be lowered. It takes 7500 experience to go up a rank. You get around 3.08x the amount of credits per experience level which will get you around 23100 credits per rank. You spend 15k on your rank upgrade and end up with 8100 afterwards. You would have to rank up 3 times and be around 2/3 of the way to your next rank up to buy ONLY the dread desolator with credits. And don't forget the core that costs 6k that you have to buy separately each time. The credit prices inflation was due to the gifting events. Players earned millions of credits, devs introduced credits-sink cheevos but that didn't cut it, so they inflated returning seasonal prices. The winter promo (The auxiliary for instance was sold for 56k credits. http://epicduelwiki.com/w/Frozen_Fury_Annihilator_E). And there was also the endless shop, which was unlocked for 250k credits (In the past, now due to reasons shown down below, a secondary way to unlock the shop was introduced). As for how much credits you earn per rank. Well, you gave standerdized numbers. A player who gets 37 credits/12 exp. You can't really forget power hours, power weekends, NPCs (botting or farming and god how many players ranked up thanks to that, and you might actually be talking to few here). I didn't support the idea of inflating prices of weapons, because there are many new players and already existent players who weren't present in the gifting event. So new players were fighting alts of some players who were persent in the gifting, so they managed to get load of credits and buy full fury set which costed a minimum of 200k credits, plus the endless armor which costs a minimum 100k credits. Ofcourse any new player or veteran coming back will be demoralized by this. Discounts are viable for weapons that are always available in shop. But who is really interested in those? Weapons that are worth to get are those with cores, and most of these are either in LQSs or seasonals. Now discounts usually occur for short period of times, but these weapons also return for a short period of time. The solution I think is lowering the costs of seasonal weapons altogether. Or deciding prices according to the level of player and how many credits that player has.
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