Log in to create a new thread
Codename Entertainment Forums > Crusaders of the Lost Idols > Feature Requests/Suggestions > New Chest Buying Incentives
| Page 1 2 New Chest Buying Incentives
| |
|
171 Posts |
Link to post
- Posted January 22nd 2017 at 10:31 AM
KameRoseTell me I'm not the only one who finds the 100% and 200% DPS to all buffs you get with the $5 and $10 chest packs to be particularly useless.
The only incentive buff I find particularly charming is the Empowered Crusading buff. So I have these suggestions: 1) A 25% day long speed buff for the $5 pack. I see plenty of players moaning over thier lack of speed buffs. And I have a feeling that many would drop the $10.33 every week to have one perpetually going. 2) A two day long buff that would have a 25% chance to double whatever a monster/boss drops for the $10 pack. This would extend to gold, area items, event currency, and chests, but would not extend to kill X number of monsters. Just throwing these ideas out there. Feel free to add on with your own ideas. |
|
319 Posts |
Link to post
- Posted January 22nd 2017 at 2:55 PM
ihatethisfing25% speed? the most common speed buff gives you 50%....should do at least that if not 75% or 100%.
|
|
171 Posts |
Link to post
- Posted January 22nd 2017 at 4:58 PM
KameRoseI was thinking that the $5 pack shouldn't be too advantageous. And I'd take a six hour run over an eight hour one. But I see your point.
I'm sure the Devs will carefully weigh the percentage options, assuming they even entertain these ideas. |
|
781 Posts |
Link to post
- Posted January 23rd 2017 at 4:33 PM
AnimenutI agree with Fing in that 25% is a tad low considering speed buffs are so absurdly easy to stock up on that keeping them in constant effect isn't terribly difficult. Considering silver chests drop them plenty, and the average high-tier player commonly has literally thousands of silver chests stacked up, 25% is low, even for a constant buff. I agree completely that $5 should not be too overly useful, but 25% speed buff would be only slightly less underwhelming than the 100% damage buff. Considering even the 10-minute missions give 100% speed buffs for several hours (if you've maxed the relevant talent), a speed boost for real money should either last long (severals days) and be 100%, or be greater than 100% (400%?) and only last a few hours, buffed to around a day and a half or 2 days with the maxed talent. I can understand that a several-day buff sounds better for $5, but I also see plenty of value in a buff that lasts a short time, but makes an area-950 reset only take 4 or 5 hours. Even if the buff only lasted 24 hours, if you babysit the game for the day, that's 2 or 3 resets in a day, and I'm certainly not against getting nearly 10k idols within a day. Though, that still requires the person to doggy-guard the game, which I'm sure not everyone wants to (or can) do.
For the second part, why wouldn't the buff affect killing X number of monsters? "Act of Congress" affects monster kills. Speaking of which, just in your own opinion, would the suggested buff cause x4 of something to drop when paired with "Act of Congress" if both proc, or x3? Normally I would say x4 is way too much in general, but for $10, it seems fair. Same logic as above - better speed-resetting for a higher-tier package. $5 makes enemies spawn super fast and $10 makes every area take at LEAST half as long when paired with "Act of Congress". Explaining it all out, it almost seems like with those ideas, the $5 and $10 tiers would be kind of overpowered for high-tier players and underpowered for newcomers who are resetting quickly anyway. Maybe to mitigate some of the unfairness, speed would be reserved for $10 and $5 would instead be a hefty AoE effect. The AoE buffs aren't particularly overpowered in any way, but ARE very useful when the percentage of damage is high enough. Maybe a 200% DPS AoE to push a few extra areas? Considering how the area difficulty scales, the percentage would have to be fairly high to be useful for more than, like, 2 areas. Another possible reward (not sure which tier, though) could be a critical click chance buff. A fairly decent one. Lots of damage gets pumped out in critical clicks, but on top of that, if you have the relevant talent leveled/maxed, it also serves as a nice DPS buff as well even if you don't plan on using a clicker. 6% seems fair. That's a 300% DPS buff only if the talent is maxed, so even the DPS buff itself would scale to player tier automatically. |
|
171 Posts |
Link to post
- Posted January 24th 2017 at 2:26 AM
KameRoseProvided your drop chances are the following with the use of a Mindy/Billy combo.(Providing a GE cufflink on Billy and E hat on Mindy)
When a monster drops a quest item it has a: * 25% chance to drop 1. * 50% chance to drop 2. * 25% chance to drop 4. With the 25% buff I suggested and Mindy/Billy I would think the drop rate would be when a monster drops a quest item it has a: * 18.75% chance to drop 1. * 43.75% chance to drop 2. * 31.25% chance to drop 4. * 6.25% chance to drop 8. So yes, that does sound a tad overpowered. But like I said before I'm sure the Devs would pick a percentage that sounds fair, for what would be a 6 day buff for many players. Also newer players or players that got Billy or Mindy through missions wouldn't get it quite this over powered. So maybe 10%? I also think the chest packages should stay with the 1, 2, 3, 4, and 5 day buffs for the corresponding packages. With the Endurance training talent maxed they actually last 3, 6, 9, 12, and 15 days. Also I cannot figure out what an AoE Buff is. |
|
257 Posts |
Link to post
- Posted January 24th 2017 at 4:19 AM
snowLast Edited January 24th 2017 at 4:21 AM AoE means area of effect. Means splash damage here, I guess.
|
|
781 Posts |
Link to post
- Posted January 24th 2017 at 12:19 PM
AnimenutYup, AoE means "Area of effect", a common term in gaming as a whole, but mostly used in RPGs that have active battle systems (like Diablo 3) or tactical battle systems (like any grid-based tactics game). It is sometimes viewed as a multi-target skill (like attacking all enemies in a Final Fantasy game with a spell), but most accurately, it tends to me an "everything within this given area is affected", hence why it is most common in MMORPGs and grid strategy, where specific enemy placement is a key part of basic gameplay. A spell that targets all enemies (like "Ultima" in Final Fantasy) would not be considered AoE. AoE skills tend to also fall into two other sub-categories: HoT and DoT - heal over time and damage over time, respectively. As opposed to a single lump of healing at once, HoT causes a steady heal-per-tick (ticks tend to be in 1 second or 1.5 second intervals), like the Alchemy skill in Crusaders, and DoT is damage-per-tick, which tends to be status afflictions (like being poisoned in pokemon) or taking steady damage while standing within a specific area (hence "area of effect").
The reason I don't call it "splash damage" in Crusaders is because while it is technically correct, it is also kind of incorrect. It is called "splash" damage because - like spilling water that then splashes outward - the "splash" damage is initiated by dealing damage to a single (or multiple) enemies, and then a portion of that inflicted damage is dealt to nearby enemies. With splash damage, you would hit one enemy for 100 damage, and then all enemies around that first one would also take 10 damage. The reason I don't call the crusaders buff "splash" damage is because it inflicts DPS% to all enemies on screen, regardless of whether or not your DPS is actually damaging the main target. If the main target is invincible, then splash damage would be 0, and yet other enemies still take damage. So calling it "splash damage" is technically wrong, BUT also kind of correct since those "invincible enemies" are special cases and your formation is normally attacking something at all times, and it isn't really fair to say something is wrong by holding specific, rare exceptions against it. |
|
257 Posts |
Link to post
- Posted January 24th 2017 at 1:19 PM
snowLast Edited January 24th 2017 at 1:19 PM Agreed that the term doesn't really fit the mechanic but it's the name for the basic consumable with said effect, so went with it. The higher rarity versions' names certainly fit even less...
|
|
171 Posts |
Link to post
- Posted January 24th 2017 at 5:08 PM
KameRoseLast Edited January 24th 2017 at 5:09 PM Thank-you snow and Animenut for the clarification. As I don't play those type of games I was sufficiently stumped as to the meaning of AoE. Was going through all my buff and abilities and talents to try and figure out what you meant. Like going back over the cannon story line to clarify something and not knowing it was a crossover you were reading.
|
|
781 Posts |
Link to post
- Posted January 25th 2017 at 11:43 AM
AnimenutAmanda, I am a huge Kingdom Hearts fan (I'm about to start playing KH2.8 after this x3), so I know a thing or two about crossover confusion. My entire fandom is always bickering about "Wait, when does this happen in their timeline?"
As for the terminology used earlier, not a problem. Everyone does not have the same gaming experiences. There are already too many trolls that quickly resort to "LOL WHO DOESN'T KNOW ___?!?! NOOB" Everyone has to start somewhere. Nobody begins knowing everything right off the bat. It is unfair to fault someone for not knowing everything you do, especially if they are new to something. P.S. Not-so-little bragging moment for me lol In an MMORPG, I was such a veteran high-tier player that the devs implemented a new "Ambassador" system where veteran players could offer their help introducing newer players to the game. An ambassador would greet new players, lead them through some of the beginning quests, teach them the mechanics of the game, and if the new player wanted, help them level up a little. Basically, ambassadors were tutorials, but with real people. I applied and was one of the first to be accepted. It was fun helping newcomers get into the game, and because I had nearly every item the game had to offer, if they complained that the game was too simple at the start, I would get involved and show them "This is the kind of stuff you can do, and how strong you can become, once you really get going in the game" and that would motivate them. |
|
171 Posts |
Link to post
- Posted January 25th 2017 at 12:43 PM
KameRoseAnimenut, that's pretty cool.
I've been thinking of another idea. A buff that increases your odds of getting a silver chest. Actually I was thinking 'How cool would it be to have every boss drop a chest again?' However, seeing as that is unrealistic I thought "increases a boss' chance of dropping a silver chest" may be plausible. Also, "increase drop rate of event currency by ##%" was another idea. Another point I'd like to mention is the the gold buff for the $50 pack is only helpful for players that aren't constantly hitting the level cap. Unless the devs are going to raise the level cap again to a ridiculous number.(which I understand is impossible due to the current limitations of the game.) I've heard of the #FreeDraco movement and can't say that I support it. If the cap is raised to lets say 7k, then I have a feeling that I like many other players will be hitting the new cap with ease. Making an extra gold buff still useless, baring what would probably be a complete rewrite of the game. Of course if there is a complete game rewrite in progress I'd say shoot for the moon #Area5k. THAT would keep us busy for a while. |
|
218 Posts |
Link to post
- Posted January 26th 2017 at 10:55 AM
FingerDemonLast Edited January 27th 2017 at 11:21 AM I'd be happy with a pro-rated idols boost (like you get with a $20 purchase), only for all chests purchased including starter packs (with the possible exception of the $5 GE purchase). Maybe something like x hours of 50% idols boost bonus per chest, and increasing it every 10 chests purchased or something, so the bonus time is bigger to reward bigger purchases.
Edit: by "$5 GE purchase" I meant the 3-chest minimum purchase to get a GE btw this game is all about the Idols, is it not? |
|
781 Posts |
Link to post
- Posted January 27th 2017 at 12:11 AM
AnimenutLast Edited January 27th 2017 at 12:14 AM Going off the "increased chances for bosses to drop chests" idea, I have a bit of a quirk to add to it. Whether or not it is good I will leave up to discussion, but just to shoot the thought out into the open...
A talent (or basic game mechanic. Discuss.) which increases the drop rate of chests based on the number of silver chests you currently own. So let's say you currently have 1000 silver chests. If it is a talent, it probably wouldn't be a level-able one, otherwise the effect would have to start off stupidly small to not be broken. Either way, the boost would be about 0.5% of the current amount you have, so in the case of 1000 silvers, your drop rate would be boosted by 5%. Assuming the base drop rate is 50%, having 3000 chests would boost that to 65%. I am basing these numbers on the assumption that the base is actually 50%, so correct me and edit the numbers if I'm wrong. Ultimately, I wouldn't want it to be too easy (if even possible) for the chance to reach 100%, as that would likely break the game. This buff would also affect jeweled chest drop rates. Assuming silvers are 50% and jeweleds (man, that looks weird) are 1%, the effect would scale. However, a 1-to-1 scaling results in jeweled drop rates only going up 0.1% per 1000 silvers, so that's not really balanced. 10,000 silvers just to get to 2% jeweled drop rate? Kinda nuts. So the latter would get 1/10th of the silver buff, meaning every 1000 silver chests would give silver chest rates 5% and jeweled chest rates 0.5%. 1000 chests = 55% silver drop, 1.5% jeweled drop. 4000 chests = 70% silver drop, 3% jeweled drop. This creates a "Do I open chests for gold/EP/buff, or keep collecting to keep my drop rates up?" situation that allows the player to choose what their priorities are, choosing to either be rewarded now, or in the long run. ...UUUUUUUUUUUUUUUUUNLESS the devs think that would make getting jeweled chests much too easy, along with the missions and daily quests giving more rubies than ever. I can understand if they'd prefer removing the jeweled chance buff and leave it just at silver drops. |
|
171 Posts |
Link to post
- Posted January 27th 2017 at 9:51 AM
KameRoseBase chance of a chest dropping on a previously defeated boss area is close to, if not exactly, 25%.
So an increase of a chance of a silver chest drop by .5% of your total hoarded chest with 1,000 chests hoarded would mean a 5% increase of the base 25%. Giving a 26.25% chance of receiving a silver chest. 5,000 chests would be a 25% increase meaning a 30% chance of receiving a chest. 10,000 chests would be a 50% increase meaning a 37.5% chance of receiving a chest. 20,000 chests would be a 100% increase meaning a 50% chance of receiving a chest. 40,000 chests would be a 200% increase meaning a 75% chance of receiving a chest. 60,000 chests would be a 300% increase meaning a 100% chance of receiving a chest. I like the idea. But do not think that a chance of increasing Jeweled Chest upgrades should be included. Since Jeweled chests are more along the lines of 'When a silver chest drops it has a 1% chance of upgrading to a jeweled chest.' Which means that you would naturally be getting more jeweled chests because more silvers are dropping. |
|
781 Posts |
Link to post
- Posted January 27th 2017 at 10:47 AM
AnimenutI thought of that, too, about increasing silver drops would indirectly affect jeweled drops, but my main issue with the jeweled drop increase is that jeweled chests are MEANT to be difficult to obtain, which creates the incentive to buy more with real money. I wouldn't want the game to lose out on income because one of their sources has become all but nullified.
|
|
218 Posts |
Link to post
- Posted January 27th 2017 at 11:19 AM
FingerDemon"Base chance of a chest dropping on a previously defeated boss area is close to, if not exactly, 25%."
I am not experiencing an average of one chest drop in four areas - are you sure about that? |
|
171 Posts |
Link to post
- Posted January 27th 2017 at 4:43 PM
KameRoseDue to a very long spread sheet where I record how many chests I get per reset and the highest boss level I beat in that run, I can confidently say yes.
The percent of chests per boss being defeated is almost always between 20 and 30 percent, exceptions being short runs where there isn't enough bosses defeated to give a good average and reaching new highest areas. My last ten resets were 20, 31, 21, 24, 26, 25, 26, 28*, 29, and 26 percent, a little on the high side and the highest boss areas defeated were 820, 820, 830, 825, 810, 815, 800, 835*, 725, and 925. * new highest area. |
|
781 Posts |
Link to post
- Posted January 27th 2017 at 5:43 PM
AnimenutLast Edited January 27th 2017 at 5:44 PM I regularly reach about 940 on a normal, non-event run. 940/5 = 188 defeated bosses, then 188/4 = 47 silver chests on average per reset. Sounds about right to me, so 25% makes sense.
|
|
218 Posts |
Link to post
- Posted January 28th 2017 at 9:32 AM
FingerDemonAmanda - Thanks for the info, it's cool to see scientific method applied here and I can see how that could be part of the fun of playing this game
|
|
7 Posts |
Link to post
- Posted January 28th 2017 at 5:26 PM
Danni GI fully support anything that would give me more speed buffs! I also find that i have accumulated a lot of buffs that I don't use, or have become somewhat useless to me after playing a year. But I feel like I can never have enough speed buffs, and that I don't get nearly enough. I would absolutely pay more, if it meant guaranteed speed buffs
|
Page 1 2
You may only reply to this thread from the last page.