+1 expire day? It's already long as it is
+1 the x100
-1 credit decrease. Would take a while for auction prices to adjust. to the value of boosters
Captain Jack wrote: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
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).
DezNutz wrote:The value of total credits in game should be relative to the total gc in the game.
Sir Henry Morgan wrote: This shows me that there is more demand for gold coin than there is for credits
DezNutz wrote:I think a key point is being overlooked. Gold coin value of Credits. Increasing the amount of credits available in the game is effectively devaluing a credit. Is there any data on the amount of GC created in the game compared to the amount of credits. Amount of total GC to total Credits. This theoretically determines value as credit exchanges are done in gc. The value of total credits in game should be relative to the total gc in the game.