Well, people do absurd things in order to gain the slightest advantage, I don't think a higher entry fee would make any difference. Just think about the whole history of DRM and how it always penalized legit users more than it did hackers. Sometimes, the "easiest" fix is also the less effective. If anything else, with a lower entry fee, way more players should join the Leagues and snatching multiple dupe-accounts in the same pod would be harder.
Yes, and that's why I keep asking the devs to clarify their alt policy. But I personally do not have (and will never have) alts on the live server. The chests are really great value IF you think their normal price is appropriate. However, if you get nothing but junk you have to sell, they're pretty bad; total resale value of all the prizes is 219 gold. So someone filling pods with alts will technically lose money in the long run, but still have good chances of getting epics and legendaries they want.
You can always just wait until the end of the League sign up when pods are not going to fill anymore. Having a higher entry fee would make a huge difference as you'd have to do a lot more work to stack it.
The dupe accounts shown were on the test server. I know Phaselock used 3 at one point just so we could fill a pod for testing. Only 2 signed up for the Death March a few hours ago, so we didn't get to play. I think dupe accounts should not be allowed in league play on the main server. I don't think dupe accounts would cause any kind of problem in SP.
It's clear BM wants people (including casual players which, you know, make up the vast majority of the players-base) to play the gold leagues, hence the cheap entry fee. Ofc it would help, but you fail to see the collateral: higher entry fee means less people gets to play in the leagues. There's a whole lot of people who gets to play for a few hours a week (as opposed to multiple hours per day like a small group of people, "us", do). The 1% (maybe less), i.e. the more active user, can easily pay a higher entry fee (be it 100, 200, or 500g, that's completely irrelevant), while the casuals would need 1+ weeks of play to farm the gold to pay for a a single go at a league. The 1% only marginally need more chests to open (obv talking in relatives here). Point being, the gold leagues' entry fee is so low specifically to make them more viable for the 99% of the players, not the other way around. Furthermore, how many people do you think are going to go the distance and manage multiple dupe-accounts in order to snatch an easy purple? Only a few I'd guess. So that was I meant, while raising the entry fee might seem like a good idea when you first think about it, truth is you would damage a whole lot more people (the casuals) than the small minority of cheaters (who anyways, I guess, must be people who have lots of free time on their hands anyways...). BM can afford living with a handful of cheaters, if that means hundreds of casual players (i.e. potential paying customers) can enjoy the game to its full extent. See? The "easy" solution creates more problems than it solves, most of the times. Now, if you really want to deal multi-account abusing, there are way more serious approaches you might use. For instance, identifying abusers via various means and banning them. Actually I think BM should seriously start pursuing a much more severe policy towards all kind of abusers, but maybe they're already doing that and I'm simply not aware.
I think you misunderstand. I'm not saying prices should be higher or rewards should be lower (although the amount of prizes you get for the 50 g entry seems a bit much). I'm saying they need an official policy on smurfing accounts.
Well sorry for misunderstanding you, but that usually happens when you're trying to communicating something without ever stating it specifically. But anyways, I do agree, they do need a stricter policy against account smurfing and any other fishy activity (i.e. selective-queuing or whatever).
I'm not arguing for one or the other -- I'd have to see how it works out and adjust. It is all about iteration and testing. Personally, I would have started at 100 gold for testing and seen how it works from there and increase / decrease accordingly. It is hard to decrease from 50 gold... 25 gold? 10 gold? Psychologically it is much better to start with a mid-to-high value and decrease the numbers, but oh well.
Testing-wise, it is better to start with values that will increase participations and thus expedite data acquisition for future changes
Dunno, bro. I'm not aware of any real abuse going on in CH. Maybe they've got it all locked down tight. Changing topics - I think the sign-up/play cycle may be too long. If you sign up early to try to get into a fillable pod, you have to wait an hour and a half to play. I believe this will put some people outside their available playing time. Might it be possible to overlap the sign-up and play periods? Play could begin 15 to 30 minutes after sign-up begins and continue for as long as BM deems appropriate. The current time-lag between seems like a killer to me.
Seriously? I'll qualify all my statements in the future with "within reason" because apparently if I spout accurate generalizations I'll be brought to task for your logical jumps
Maybe it does. I never managed to get into a pod that filled on the live server. If it does, please disregard.
Even on the test server it works the same though? Unless I'm mistaken but the last time it let you play games immediately when a pod filled on the test server.
We were running out of registration time when Phaselock built his 3rd account. The 2 times I tried on live there were no filled pods. What led me to believe sign-up and play times were separate was seeing the timer on the league arena winding down long after sign-up was over, even when there were no pods.
This is one more issue easily less problematic once more players start being more active. Obv something a low entry fee will help with, not that I wanted to reiterate already reiterated points.