Sorry, but what are those? I don't follow. (For comparison, Quests = Preliminary Battles: 2 items, no minimum Final Battle: 4 items, 2 uncommon+ and 2 rare+) From http://forums.cardhunter.com/thread...unter-faq-and-glossary.6913/page-4#post-80249
Yea, 16 months for 84% is really decent tempo .. maybe we should reduce drop rate in half so people stick around for 5 years.. What Challenges give what Epic chests on SP?!
Ah, okay -- I was mistaken. They are just guaranteed 2 rare minimum. Then yeah, I'd say they could increase them to at least 1 Epic guaranteed. http://www.cardhunter.com/2014/09/get-more-stuff-changes-are-coming-to-the-card-hunter-economy/ That detailed the changes. I just remember people talking about Epic Chests as being a possibility and same with resetting the challenges if you wanted to redo them after the patch. I'm at 96% after 16~ish months. I did farm pretty hard for a few weeks with membership, but recently I've only played to the third chest through leagues + normal which is barely anything.
I would like to see 1 epic guaranteed as a reward for "your party has 1 hp" quest. It is noticeably harder in comparison to others.
We're talking about SP here .. not Leagues .. especially not playing leagues which do offer nice Item rewards
Do you enter leaves for 50g? No reason not to -- that should increase your drops significantly too. Either way, I'll default to Sir Veza. He has probably played SP more than anyone in the game -- probably more than any two combined.
Yes I do and yes it does increase drops significantly. Anyway -> A question - why dont you play SP any more?
I play to get the loot fairy. SP is boring to me because basically all my teams save for my level 17 and 18 dungeon teams are just 1 priest + 2 firestorm wizards. They win almost every mission (save for a few minor ones) in a couple of minutes. Not that fun or engaging. I really want a random map that is made each day and has something similar to the loot fairy. That would be neat and something to do. Heck, even if it was once a week but had some twist (thing a random Mauve Manticore match of preconstructed teams). Just something to mix it up.
Exactly that. That's what we are talking about here. After few months SP gets repetitive .. and plus rewards are small for time involved. I played 16 adventures yesterday for 1.5h .. got 340g by selling all the items (no Membership) Got some Epics and 0 Legendary. Not that tempting for a senior player. There are 2 things that should be done: 1. focus on new players ( I'm not sure I'm relevant about that any more, that was long time ago .. and I had great fun back then.. ) 2. focus on senior players .. so a HARD dungeon, that you cannot go far without good items/setup .. but rewarding (so option go get Epic chest somehow, after 10 hard modules or something..). (I like .. love .. DECKBUILDING .. I dont like premade parties .. I think deckbuilding is huge plus in this game, so please no premade-fixed-deck solutions ) Mutual thing could be improving drops in final SP-dungeon GREY chest .. so no farming encuraged .. Or that "gauge" like in MP -> after ~30 finished dungeons you get Epic chest. But I think we mentioned all that earlier in this conversation..
Well it's not so much that the Sp rewards are too low as the MP rewards were boosted after about 1 year. To a new player SP offers a way to learn the game (well the cards at least) an interesting story, if a bit tongue in cheek, and challenges that range from mild to infuriating. I agree with the thoughts that 1 rare in 40 chests is hella-bad luck and farming SP adventures can be super fast. The only change I can remember being made was to reduce the treasure rate for the 2 level 6 Kobold modules (they used to be farmed to death for gold playing the first 2 of 3 then swapping to the other and repeating to never finish the modules for the day) and the addition of the Loot Fairy (a while back) and the Treasure Bandit (more recent). However about the same time as the Treasure Bandit (or whatever he is called) they raised the rewards for MP. It used to be only the gold chests were a guaranteed rare instead of all of them and the purple chest (of disappointment) was 1 guaranteed epic. So it is more that MP is overly generous (if that is possible). The 3rd piece to this puzzle is the shops. The Daily Deal is relatively new and Randimar's used to have 0-4 legendary items a week. So collecting gold is much more rewarding. So if you only want to play SP then it will take longer to get what you want in terms of wins, but you also don't have 5 match losing streaks with 0 rewards. Final a piece of advice if you don't already do so enter every league you have the gold for. Even if you don't play 1 match you get 3 Gold chests. If you can get to 3rd of your 5 person pod a guaranteed Epic item. For N00Bs try to stick with fixed league or Quick Draws as you will not have the gear to be competitive in the leagues you equip your own guys, but you can still enter as it is a 50 gold to buy 3 Gold chests.
Returning from far afield to the issue of Sir Valimont's original post: Do (new) players quit because they perceive PvE rewards as being too low? - Some probably do, but we can't really know how many. Might some "milestone" rewards, such as the #n chest yielding better loot, help without disrupting balance? - Something for the devs to consider. Random loot is just that. I've had amazingly lucrative runs, and appallingly poor runs. More of the latter than the former. I can see how a string of poor runs at the beginning could cause new players to quit. Milestone rewards might keep them around long enough to see that good runs happen too, and cause them to revise their opinions accordingly. Or perhaps the drop tables could be improved slightly. As far as I know, no one has completed the collection (one of each) after more than a year of play. Is a year really too short for this sort of thing?
Val, I agree with most of what you just said, with the exception of these 2 lines: How could people abuse this system? If you auto resign, you don't get anything. What's the chance that two players both auto resigning will run into each other all the time? Not very likely. Lol, not it's not. In PvP you actually have to think. PvE is easy to storm through.
Thing is .. we can't really know how many players would be gained by better drops but those surely wont make things worse .. as almost all agreed that loot drops really are terrible (unless you farm like on steroids .. but BM said that is not taken into consideration .. although I think it is ) You even got this view -> mathematically speaking, at the game start drop rate could be adjusted so it takes a month or 5 years to average farmer to get all items by daily playing.. who knows what's the right value.. It's not written in the stone .. one and half year passed, many things previously considered balanced (FS, VP, PVP rewards, ..) supposed to need some tunings ..
I like this, and it provides better incentive to complete modules - I'm assuming rewards would be based on completed modules instead of maps played. That at least gives some incentive to vary what you farm. From a collector perspective, I don't know. From the MP perspective item scarcity could be used to force a sort of build diversity - you can't copy someone's build if you don't own all the right items, now can you? For MP at least, holes in your collection might force you to build a certain thing, or not build a certain thing, depending which direction the good items in your collection are skewed. On the other hand, it can be an intense source of frustration - for instance if all I really want to do is build a fire wizard, but I can't ever get the necessary staves to do so. Some people prefer to play with a particular team comp, but if your collection has the wrong missing items it can become impossible (or at the least really inadvisable) to make a given build without the adequate items. My personal take on this is that item scarcity hurts the situation more than it helps - that is, there are more people upset they can't adequately build X or Y than there are people happy that there is diversity because people own different items.
It is unlikely that a new player knows what a "poor run" is at the beginning of playing since they have nothing to base it off of. It could make things worse. If drop rates are so high that people don't feel the need to stay with the game for an extended period of time then it fails. The longer someone plays a game the more likely they are to spend money for it. The drop rates could use a small buff in SP for the Challenges and maybe Mauve Manticore. Outside of that it seems fair to me.
I totally agree. I remember when I started MP .. and saw Vibrant Pain in its full strength .. after certain point in the ladder, you start fighting them and was not easy (not to mention Heartipper, when I finally come near those wizards, I'm at <10 health and I get SPR-ed) .. so I farmed and farmed and farmed .. and I as a Member got my first VP after ~4 months, some 15days prenerf .. and Heartripper only after the nerf in new Randi.. I dont know, maybe I'm missing something, but I played a lot and I was a Member and even so I couldn't get enough competitive MP cards for months (ok, new Randy does fix things a bit ) .. that is kind of frustrating.. (now all those cards are nerfed, I guess it's easier to make a competitive deck now .. for real ) First drop rates done need to be SO HIGH .. they are terrible now, they could just be less terrible.. Second - I totally disagree about that "the longer someone plays" -> I spent most of my money at the beginning (basic, aota, membership, pizza) .. now I'm @95% total items .. and first Chests although cheaper arent that tempting any more .. as I just need some Legendary items .. I once opened 20+ Epic chests for no single Legendary .. (other times it was better ofc .. but as I said I don't need all the items any more). Further - "Memership" => I'm now on "I'll buy membership when I get a good Item in Club slot" and that lasts for 2 months .. no item dropped .. were the drop rate any better I might play more to collect that.. The best way to fill up your items now is Randy and Daily Deal .. I don't know what's the main source of income - chests or membership .. I just say that membership isn't expensive and if it were more fruitful I believe more players would keep it on.. or more often .. maybe I'm wrong though, that's just my impression. I just state my point of view, it's not my to decide
Completing the collection (one of each) it not the end of the road. I wonder how long one player have to play in order to fulfill ultimate goal about collection (I mean getting maximum usable number of each item, for example 9 copies of each weapons, 12 arcane items, etc...). Would it be possible within 7 years?