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#1 14-01-2012 11:53:47

Nurvus
Gardien
Inscription : 01-12-2010
Messages : 2 526

Suggestion: Adventure Mode - Loot

Getting nothing after spending 15 energy on a Boss is ridiculous.
Getting nothing after spending 23 energy on a Boss is unspeakable.

If you truly want to prevent cards from entering the game at an accelerated pace, then here's what I suggest:

- All Adventure Mode fights have 100% drop chance
- Lower chance to get normal cards
- Higher chance to get Eredan Favor or Experience Destiny cards
- 6-8 energy fights drop Favor, Experience, common or uncommon.
- 15-23 energy fights drop Favor, Experience, common, uncommon, rare or mythical, and have a better overall loot rolls
- Mythical cards dropped in Adventure Mode only include the free ones (Dhan, Mecharmor, etc)

This way the inflow of playable cards is reduced, but the reward remains.

Dernière modification par Nurvus (14-01-2012 11:58:07)


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#2 14-01-2012 12:01:28

Sereaphim
Habitant de Guem
Inscription : 29-06-2011
Messages : 238

Re : Suggestion: Adventure Mode - Loot

I post my idea in the bug section for this..

Why not change the system totally and give the player for every boss kill and mission as reward "adventure points" and let him exchange this "points" for cards ?

This way it would be lesser random and not create a insane amount of cards.
And the player has a goal to obtain cards he wants and is lesser frustrated.

Not to mention this would help newcomer to come in the game if they can t kill one of the boss characters.
Even Feerik can control how many cards will generated.
You can have X Energy = X Adveture Points = X Cards of a type.
And would make the purchase from Energy more interesting.

I think the best way is to make a "conquer counter" for reward cards.
(reward cards = Picnic, Mystic Shadow ...)
After you defeat Boss like 50 times you get the reward card.
The number is only a example and can be arrange after the real drop chance.

2 % drop chance =   50 defeat of the Boss
1 % drop chance = 100 defeat of the Boss
....

After you get the reward the counter will start by zero again.
Even you could make a little chart that show it like a xp bar in the mission.
More visual for the gamer and lesser annoying.

http://forum.eredan.com/viewtopic.php?id=34412

Dernière modification par Sereaphim (14-01-2012 12:10:22)


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#3 14-01-2012 12:40:30

Nurvus
Gardien
Inscription : 01-12-2010
Messages : 2 526

Re : Suggestion: Adventure Mode - Loot

I like the idea for Adventure Points.
But what would Adventure Points allow you to buy exactly?

Possibly an Adventure Pack with non-tradeable cards?

If so, then I think Adventure Mode should still drop Experience Destiny and Eredan Favor cards while also giving Adventure Points.

And these Adventure Packs would have the possibility to drop previous Mythical cards, but no Legendaries.

Also, I think Adventure Mode should never include cards included in the "Newcomers" pack, to make it worth buying the new packs with real money.

Dernière modification par Nurvus (14-01-2012 12:41:12)


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#4 14-01-2012 16:11:47

Calandra
Gardien
Lieu : Dickes B, oben an der Spree
Inscription : 09-04-2011
Messages : 1 751

Re : Suggestion: Adventure Mode - Loot

dhan and event cards should not become random rewards as it will negate the reason why some ppl were paying to obtain these special cards...

i surely would like to get scargh or his shield or some stuff from older events but as a paying player i would be like : 'why the heck did i pay if they give these cards for free now???'


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#5 14-01-2012 16:35:52

Sereaphim
Habitant de Guem
Inscription : 29-06-2011
Messages : 238

Re : Suggestion: Adventure Mode - Loot

Nurvus a écrit :

I like the idea for Adventure Points.
But what would Adventure Points allow you to buy exactly?

Possibly an Adventure Pack with non-tradeable cards?

If so, then I think Adventure Mode should still drop Experience Destiny and Eredan Favor cards while also giving Adventure Points.

And these Adventure Packs would have the possibility to drop previous Mythical cards, but no Legendaries.

Also, I think Adventure Mode should never include cards included in the "Newcomers" pack, to make it worth buying the new packs with real money.

I have two different ideas on what you can spend this Adventure Points.
But I make example to explain it.
All numbers are only for the example and not perfect.


You get for every boss kill 30 - 50 Adventure Points (depending on difficulty).
For every mission 7 - 12 Adventure Points (depending on difficulty).

There will be store that sell...

First option:
..... single Cards like the normal card store but you can only pay with Adventure Points. They will only sell cards from the actual loot table and most of them will be old cards.

Example:

[card]Katana[/card] = 5000 Adventure Points
[card]Quick Draw[/card] = 5000 Adventure Points
[card]Ica-Rusty's Mechanical Arm[/card] = 3000 Adventure Points
[card]Istaryam Blade[/card] = 1000 Adventure Points
[card]Demonic Cloud[/card] = 300 Adventure Points
500 XP = 200 Adventure Points
[card]Dirty Trick[/card] = 20 Adventure Points
... and more

Second option:
.... a random card option.

3000 Adventure Points = Rare Card (Katana, Istaryam Blade, Quick Draw ...)
500 Adventure Points = Good Card (Demonic Cloud, 500 XP Cards, Tracker's Emblem ....)
50 Adventure Points = Common Card (Dirty Trick, Declare his Love, Emissary, 100 XP Cards ...)

PS:
In both option you can't sell this cards on the market.

Dernière modification par Sereaphim (14-01-2012 16:49:09)


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#6 14-01-2012 20:24:55

Nurvus
Gardien
Inscription : 01-12-2010
Messages : 2 526

Re : Suggestion: Adventure Mode - Loot

I wonder, just how much did Feerik think Energy was worth paying for at the beginning?
Having a chance to get nothing makes it seem like he doesn't really want players paying for Energy.
I won't, that's for sure. It's worth nothing the way it is.

Super, incredibly random loot, most of it worthless - utterly.

Dernière modification par Nurvus (14-01-2012 20:25:24)


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