Myles Lux wrote: If i could add on to this idea, I'd make it a point system. 1* covers = 1 point 2* covers = 5 points 3* covers = 25 points 4* covers = 50 points You could build up points and trade them in for a randomized 1/2/3/4* cover 10 points for a randomized 1* cover 25 points for a randomized 2* cover 100 points for a randomized 3* cover 200 points for a randomized 4* cover (Points could vary, just an idea)
Great idea. But if they didn't go for it 7 months ago, I don't think they will now.
Clems wrote: Thanks to your answer guys. Great idea. But if they didn't go for it 7 months ago, I don't think they will now. Yes i agree but if lot of people support this topic maybe they will change their mind. I was not playing in June so i could not support your topic. And the diference between new players and old is growing and growing and they(new players) have no chance at all to compete and get some rewards. We have to mobilize and help us each other. That could relaunch interest for some people who lose the faith to get the cover they want and simply stopped the game.
GothicKratos wrote: Honestly, I think this idea is really cool, but I think it would be a terrible investment of resources for MPQ - I say this because people would simply switch complaining about drop rates on crafting rather than tokens (or additionally).
Clems wrote: GothicKratos wrote: Honestly, I think this idea is really cool, but I think it would be a terrible investment of resources for MPQ - I say this because people would simply switch complaining about drop rates on crafting rather than tokens (or additionally). First thank you for your feedback And no, it will not be a terrible investment because the drop rate is 100%. The goal of this feature is to make the game accessible for everyone.
fmftint wrote: you have to remember, the first question the devs have in house is "can we monetize it?" trading covers you don't need/want for ones you do isn't going to fly around here
esoxnepa wrote: I believe the "Terrible investment of resources" line is more that D3 won't see any positive impact on their bottom line. Yes, you have a good idea for the players, but it doesn't add enough fun to see people spend more on the game. Or is there an aspect of your idea that does provide D3 a ROI better than the existing system?
esoxnepa wrote: Your system can probably be tuned to offer something D3 would see as revenue generating, or generating additional player attachment to the game. Something like every day you can convert # covers towards crafting a cover, to give an additional daily reward type of inventive to encourage game attachment. I do think the token/pack/covering system needs a rework.
Myles Lux wrote: fmftint wrote: you have to remember, the first question the devs have in house is "can we monetize it?" trading covers you don't need/want for ones you do isn't going to fly around here That's not necessarily true at all. This system can generate a lot of attention for the game, and attention generates gamers, and gamers generate money. When you have 60 characters in a game like this the first question new gamers are going to ask "How hard is it going to be to get these characters?" When I joined there was maybe 40 characters, so it was much easier for me to want to play, but as this game continues to create new characters there needs to be a way to get covers faster.