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Credits strength/subdivision

PostPosted: Wed Jun 22, 2016 12:18 pm
by Captain Jack
Again, like in the credits exchange redesign, we have been influenced by the proposals of Haron.

We agree that the credit value is right now too strong and without subdivision of it, trade is not aided.
Also, trading cards at 0.1 credit is not good for newcomers who cannot sell their presents for credits as they need to gather 10 cards first to have any luck.

An idea we had, to solve this issue, is to decrease the credit value by changing the costs game wide.

For example, right now a booster costs 20 credits and you get 1600 credits for $49.99. We can increase by 50% (for example) the credits earned and in the same time increase all costs in-game (ie we can have the booster cost 30 credits). Same for plus (instead of 4 credits for 50 turns, it should cost 6 credits wit the 50% increase).

An extension to the same idea, is to use slightly different % increase to the prices in-game and to the prices sold in order to slightly reduce the credit cost in real money.

We believe that the cheaper the credits are, the better for the game in the long run. We have reduced prices once and now that more players than before buy credits, it is a good period to further reduce pricing. For example, right now a booster pack lowest price is $0.41 ($49,99 + 50% bonus). We could drop this as low to 0.30 perhaps - this can lead in more sales perhaps and same results for us. To be clear here, our objective is lowest cost for the player and same results for us - we are not greedy and our current financial status is enough for us.

The idea of dividing credits is not a good way to go as we would need to change numerous functions of the game. It's also not nice to work with subdivisions. It's better to bid 1 credit than bidding 0.1 credit.

These are all ideas and open to discussion. I am waiting for your proposals here :D

Last, but not least: Do not let this discussion affect your purchase policy.
The transition will be seamless. For example, Auctions will receive extra time before expiration, credit reserves will receive an equal (or greater) increase,etc. As a specific example, if you have 100 credits and a 50% increase is finally decided, we will increase your credits by 60% to make it count (your 100 credits will become 160 credits with the new system).

Re: Credits strength/subdivision

PostPosted: Wed Jun 22, 2016 1:03 pm
by PhoenixKnight
+1

Re: Credits strength/subdivision

PostPosted: Wed Jun 22, 2016 1:12 pm
by Haron
If trading with parts of credits is too difficult (like selling a card for 0.1 credit), and you'd rather change the value of credits, then I think the deciding factor is how MUCH it should change. Reducing the value by a factor 2 will have all the possible problems of such a transaction, while not really fulfilling the purpose. I think credits should be worth 1/100 of what they are today. So, if you have 50 credits today, after the revision, you hava 5.000. And a voodoo card that costs 3 credits today, would cost 300 credits after the transaction.

One of the reasons for this, is that if the credit stock exchange becomes a success, I hope a voodoo card stock exchange will follow. And for some cards, a factor of 10 would simply not give the needed resolution. The price of a "Bless" card, for instance, may be around 0.15 credits today.


On a side note: This comes simultaneously with the "credits stock exchange" suggestion AND the reply to my "Wars and Blockades" thread. I think this is all a plot to take my focus away from plundering, and keep me busy discussing rules in the forum! :shock:

Re: Credits strength/subdivision

PostPosted: Wed Jun 22, 2016 3:17 pm
by Captain Jack
The major issue with division, if we exclude the development time needed, is the psychological aspect of it. Somehow, I feel better bidding with 1 credit rather than 0.01 credits.

At the other hand, having to bid 60,000 credits for a MoW sounds terrifying.

Re: Credits strength/subdivision

PostPosted: Wed Jun 22, 2016 3:24 pm
by Captain Jack
Here is a sketch of operations in case we go with credit value decrease:

Step 1: Game Purchases are temporarily turned off

Step 2: All game prices are increased (ie Boosters, Packs, etc). All limits are re-adjusted accordingly (ie fee for market at 100 credits will be increased accordingly)

Step 3: All auctions receive 1 extra expiry day.

Step 4: All current credits receive the exact same increase + 15% more wherever they exist (player hand, bank, auctions, etc)

Step 5: Credits given through purchases are increased by the exact same amount + 10% more

Step 6: Game Purchases are re-instated.

This whole process should take about 5 minutes to complete while the development time needed for this is about 4 hours. So it is in fact an easy solution.

Re: Credits strength/subdivision

PostPosted: Wed Jun 22, 2016 3:49 pm
by Shadowood
+1

Re: Credits strength/subdivision

PostPosted: Wed Jun 22, 2016 3:57 pm
by Sebena
how much would we get if this is implemented with buy over the phone? Right now we get 25 credits booster is 20 we have 5 extra will this also apply on new implementation will we get 35 from phone purchase and booster will be 30 so again 5 extra or how this is going to work?

Re: Credits strength/subdivision

PostPosted: Wed Jun 22, 2016 4:13 pm
by Captain Jack
There should not be such worries.

For example, if we go for a 100x increase then it will become like this:
SMS - 2750 Credits (100x + 10%)
Booster Cost - 2000 Credits (100x)
Credits at hand -> If you had 25, they will become 2875 (100x + 15%)

So, either way, its a win win situation for the players.
The issue here is the way to implement it so it is more handy for trading.
The 100x increase is a bit overwhelming to accept psychologically but perhaps the best to adjust faster.

I'm personally very skeptical.

Re: Credits strength/subdivision

PostPosted: Wed Jun 22, 2016 4:43 pm
by Sebena
kk thank you for clarifying it

Re: Credits strength/subdivision

PostPosted: Wed Jun 22, 2016 8:36 pm
by Bigtea47
There goes my voodoo business