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Codename Entertainment Forums > Legacy Games > Mystic Guardians > General Discussion > Energy system lacking
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- Posted January 7th 2012 at 7:42 AM
Joe LavoineI am having fun with Mystic Guardians so far, but I find the energy system the least enjoyable part of the game. There are a few reasons the system is frustrating:
* Energy is used to fight battles AND examine bushes. It's a minor complaint, but it feels a little cheap to use an energy for each round of combat and examining things. Not to mention the rewards from examining seem really lackluster...sometimes you just get your energy back, other times just a gold? * Switching out guardians in battle uses energy...so not only does your guardian have to sustain an unanswered attack, you also lose an energy. This just isn't fun. * Similarly, missing an attack wastes that turn (because it was not productive) and you lose an energy. This discourages risk taking and again, just doesn't feel fun. * The current way energy works makes the battles feel about minimizing energy usage (to play more) instead of creating strategy and experimenting. Some solutions: * Each battle costs X energy to initiate, but the user does not spend energy on each round of combat. It can be variable...such as 1 energy for random encounters and 2 energy to battle trainers, etc. The energy cost can go up as the user gets to higher areas. * Battles cost no energy to initiate or per round, but the hospital charges energy to restore the health of a guardian. This would be an improvement, but I think the first solution is better. * Remove bushes/stumps/etc from the game. Honestly, it's probably a little late in the development process for this, but this feature really just seems like a holdover from Bushwhacker. My first impression of this feature in the early part of the game is that it is not useful or fun, and it doesn't really fit with the Pokemon theme. This game, like Pokemon, is about collecting monsters and battling them. The very RPG core of these battles shouldn't be the thing that is throttled by energy. Right now battles are about conserving energy and winning and not about using strategy and winning. It might seem like those two objectives are the same, but they are really not. For example, I am not really inclined to see the effects of abilities like Sunder, Work Up, and Dust Cloud. These abilities waste an energy, deal no damage, and (at this point in the game) probably don't alter the outcome of a battle. But these are the abilities that add strategy to the game and may prove important later...but how effective are they really? Just my opinion, but I think the game would benefit by a different way of throttling play with energy. |
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70 Posts
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- Posted January 7th 2012 at 8:31 AM
Lynelle Turley KleinJust one comment. I prefer the bushes. I'd much rather walk up to the bush when I want to battle, then wander around in the grass forever and ever.
But I agree with you on the energy. |
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886 Posts
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- Posted January 7th 2012 at 9:09 AM
David Whittaker (CNE Dev)Hi Joe,
I appreciate your feedback. When we started designing how the game was going to play we had two choices for how to control play time. The first option was limiting how many heals you can get each day and the second was the energy based system where each action costs an energy buy healing is free/not limited. Both options had their pros and cons and greatly effect how the game would play. These limiting factors control how game progress is made, so they control prizes, xp, anything you gain in the game. So a heal based game is more battle oriented as all rewards end up coming from battling and an energy based game is more flexible as any time you use an energy you have a chance to gain something. At this point because the game is designed, built, and balanced around an energy based system it cannot be changed without major changes to core aspects of the game. I will touch on some of your initial points because they aren't as bad as you think. * While gold and energy are common rewards for searching bushes, bushes also include a lot of other items including but not limited to: potions, bombs, collection items, and even Jelly Beans (the games premium currency). * Missing isn't fun, but it is part of the strategy for choosing your attack or using abilities. Some attacks have a higher damage but a high chance to miss. Some abilities increase or decrease your/your opponents chance to miss. * Minimizing energy use and using the best strategy to win are actually the same. In your last paragraph you try to say they are not because you aren't using some of your abilities. I would submit that the strategy that takes the least number of rounds to finish the battle is the best strategy and since it takes the least rounds it also minimizes energy use. There are situations where the abilities are useful but currently short easy battles are more common and in those cases using your best attack is usually the best strategy. * A lot of players like the searching aspect, aside from some quests is not generally forced on you. Hopefully that clears some things up, and I hope you keep having fun with the game! -David |
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20 Posts
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- Posted January 7th 2012 at 10:38 AM
Joe LavoineHi David,
I understand and respect the fact that you guys made the choice for the battle system and that the game is based around that choice. Can I ask why you guys didn't consider or choose a system where you could initiate X battles (and have free reign from within each battle)? Do you consider that to be relatively the same as a heal based system? The reason I would prefer being charged upfront per battle (over both a heal based or round based system) is because I think it actually adds significantly more gameplay and fun, while not necessarily costing more development resources. I will agree with you that (within the current system) the strategy that nets you the fewest rounds is the best. But where I disagree with you is that the current system discourages the creation and experimentation of new strategies (which I think is as fun -or more fun- than employing the best strategy once you have figured it out). Knowing when to use abilities like Sunder and Work Up is probably integral to developing strategies to use later in the game...but the current system really penalizes that experimentation because each round costs energy. I _could_ use those abilities to see what they do and how they alter the battle, but like you said, since I already know the best strategy (which by definition uses the least energy, allowing me to play more), what incentive do I have to experiment? You could argue it's so that I can potentially develop better strategies later, but the risk vs reward in that situation is just lacking to me. The risk is spending energy (and limiting play time) to maybe come up with a better strategy. The reward is achieving that strategy, which I may not even fully realize depending on the outcome (i.e. it may take seeing a strategy more than once for me to figure out it is superior to something else). When you are limited to the number of rounds you can play, experimenting seems like it could be a bad idea. If we were limited to the number of battles we could play, then experimenting seems like it would be encouraged. Ultimately (to me) it seems that either energy system will end up limiting the number of battles a player participates in, and I think the way the current system achieves that is not as fun as another system. Of course, if you are actually trying to limit the length of time a player plays (as opposed to the number of battles), then I can see how you would prefer the current system. And I think, from a player's perspective, that's not as much fun either =) -Joe |
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886 Posts
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- Posted January 7th 2012 at 11:44 AM
David Whittaker (CNE Dev)Hi Joe,
We actually did consider a fixed cost option. We spent many hours on many different days discussing our options to get a system that fit into all of the needed constraints. Consider the following questions that would have to be suitably answered in regards to a fixed cost battle system: How would you determine what a fair upfront cost for a battle would be? Should the cost be based off of how many guardians you will be battling? If the cost is based on the number of guardians you are battling what happens if the player loses right away? is all the upfront cost lost? If the cost isn't based on the number of guardians you are battling how do you limit the rewards and xp given in a way that doesn't mean you lose out by battling one guardian only? If the players guardians are more powerful than the opponents and the battle will be over quickly should it cost less? if so how do you determine this cost difference? What if the player has picked element types are strong against his opponent so all attacks will be super effective? Is this punishing the player who plays better because they could have finished the battle in less energy than the upfront cost? Obviously those aren't easy questions to answer. It seems to me your actual concern here is you don't feel like you can experiment because it uses a few extra energy and that would be inefficient use of that energy. I don't think that is something you should be too concerned about at this point. Energy refills quickly, every 2 hours you get a full refill and the average trainer battle gives 1 to 2 energy back after each victory. If you use 1 or 2 extra energy each battle experimenting it isn't going to make big difference in how fast you progress and you will get the fun of the experimenting you want to do, so I think that it is probably worth it! -David |
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157 Posts
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- Posted January 11th 2012 at 9:46 AM
Angele MaloWOW Joe explained it better then I could of but David you make a good point, trying to figure out how much energy it would cost upfront is very difficult, thanks for clearing it up for me :D
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339 Posts
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- Posted January 11th 2012 at 10:43 AM
Kite_samai like to have a word here.
How would you determine what a fair upfront cost for a battle would be? how about a system were the trainers get a lv like us and that lv determines the lv of theyre guardians and the cost for battle can be the lv of that trainer, and the rewards they give could minimize the energy to 1 maybe 2 energy after winning the battle. Should the cost be based off of how many guardians you will be battling? No, with my other recommendation this wont be necessary. If the cost is based on the number of guardians you are battling what happens if the player loses right away? is all the upfront cost lost? with my first recommendation the player could have an idea of the lvs of the guardians so he can decide if he wants to lv more or fight him right away. If the cost isn't based on the number of guardians you are battling how do you limit the rewards and xp given in a way that doesn't mean you lose out by battling one guardian only? the char exp we get is based in the energy spent before entering the battle, and the guardian exp i think it can be like it is. If the players guardians are more powerful than the opponents and the battle will be over quickly should it cost less? if so how do you determine this cost difference? with my first proposal i dont see a problem here, the trainer knows how much energy is going to cost battle him, eventually like the game get more higher lv trainers and guardians this cost is balanced. What if the player has picked element types are strong against his opponent so all attacks will be super effective? Is this punishing the player who plays better because they could have finished the battle in less energy than the upfront cost? in this one in reality i dont see any problem with my system, lets said we fight a lv 3 trainer, thats has 3 guardians, every guardians gets knocked by one hit, i think thats fair. Anyway this is just an idea of how the game can be made so the energy cost and the battle can be both used like we want, i just hope you guys think about this method, obviously it isnt perfect, but the idea is made a better game for devs and gamers. |
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21 Posts
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- Posted January 11th 2012 at 4:20 PM
Steve ErsekI'd like to throw my two unnecesary cents in here and say that if you made fights fixed cost thereby reducing energy usage, you'd run out of content to explore really fast.
I did like bw multiplier system. I remember racking 15k energy off lucky fruit drops (didn't last very long, but still). Is there any chance of something like that? I'm guessing you guys want to break away from bushwhacker but and energy gambling mechanic would be a nice addition. |
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301 Posts
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- Posted January 22nd 2012 at 11:33 AM
Lasynda Shichirojihokay I know I'm not a FB game creator so this may sound like a dumb question but I'm gonna ask anyways....
WHY would you want to limit a persons play time each day? Wouldn't you want a game that people just play and play and play without interruption? Just for example Farmville you goto the game and harvest your crops and plant more stuff. You don't just go away and come back to harvest the next crop there is SOOOOOOOOOOOOOO much you can do there after you take care of crops that people can spend the entire day there. I know this because I USED to play it. Personally my problem with FV and why I ultimately left it was it was like washing hair lather rinse repeat lather rinse repeat lather rinse repeat. It got boring because while they were adding new things it wasn't really new just the same things only using something different. I see alot of potential for this game actually and don't get me wrong by no means am I comparing Mystic Guardians to Farmville. I'm just saying that if they can work it so people can sit at the computer all day and not want to leave that game why limit how much people can play in Mystic Guardians? I know that right now there is a VERY limited portion of the game open but is it fair to the players that you haven't opened more of the game. As I understand it from another post the XP that people are earning while level 6 will be a waste if it is more then what you will set for level 7 when you reset the level cap. The example I was told of from another post is if I'm level 6 and have enough XP to be more then level 7 oh well all that will happen is you will be having your XP adjusted to be just under earning level 7. So say someone has 29985/30000 to get to level 7 and you unlock the cap it was explained that any player higher then the amount for reaching level 7, say 7000, will be knocked down to only 6995, since I see everything going by 5's for XP, so 22990 XP would have been a waste of time for the person who does all the work to earn that XP. If the explanation I was given is wrong please by all means correct this please. If it is right may I suggest rethinking this as it would be unfair to anyone who has worked hard in the game regardless of the soft cap on the game. Also if that is true I see no incentive for myself at least to continue playing until I hear the cap has been changed. Why would I spend any time on the game if I can't reap the rewards of it. It'd be like working for Donald Trump. I would almost go so far as to say perhaps lock out the game until more can be worked out like more areas to explore and a better plan for energy usage. I know last night I got into a trainer battle and I started it with 23/25 energy I think I missed only 1 shot in the entire fight but at the end of the battle I had 4/25 energy this was ONE battle. The battle took me just a couple minutes, if that, to finish and now I have to wait for 2 hours almost to be able to do anything other then go heal my Guardians since I've already visited friends and done my 25 helps in a day that are allowed. I think I'll end this here,, before I start a novel with the question of has the DJ Arts team considered the fact that if someone can only play for 5 minutes at a time, which could be translated to once a day for some, that for any number of reasons they might stop playing this game that you folks have worked hard on and that if alot of people aren't playing it it will just end up in the FB graveyard instead of perhaps being better then FV or any other games on FB? |
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- Posted January 22nd 2012 at 12:15 PM
Joe LavoineHey David,
You made some really good points. I decided to play the game more to have a better feel for the xp/energy system. After playing for a couple weeks more I'd like to throw in my experience. I think these questions that you raised are the most important (your other questions I think would really just be a preference of how much you wanted/thought players should play): 1: If the cost is based on the number of guardians you are battling what happens if the player loses right away? is all the upfront cost lost? - After playing for a couple of weeks, it seems to me that this never happens. There are too many gates (trainers stopping you to battle) that you can't really get yourself in a position where you are fighting so much stronger guardians that the battle is over so quick as a loss. Unless you went into battle with near dead guardians, although then the player should be expecting a loss I would think =) I wonder, do you have data on how many rounds the average player spends in combat? To give you guys some kudos, I think you have done a great job with the gating so that this doesn't happen! Of course, the easy way to fix this would be to simply refund all energy spent on a loss. Since the player didn't gain anything (other than fun and knowledge), I don't see why the cost couldn't be refunded. 2: If the cost isn't based on the number of guardians you are battling how do you limit the rewards and xp given in a way that doesn't mean you lose out by battling one guardian only? - Given that the scenario in question #1 never happens to me, and seems unlikely in general (of course, you might have data that says otherwise), I would personally not see a problem basing the cost off the # of guardians in a battle, if that's what you wanted. If anything, I think this system gives you more flexibility in the sense that trainers guarding a treasure or an exit could cost more to battle (being a way to throttle how fast players get to things, or the rewards they guard). 3: If the players guardians are more powerful than the opponents and the battle will be over quickly should it cost less? if so how do you determine this cost difference? - I think this is the most interesting question, because right now I feel like the exact opposite is true. From all the battling I have done, it seems to me that unless I get lucky with critical hits, or face an entire team of the same element (allowing me to exploit the element weakness without swapping) (which you guys generally, if not totally, avoid), the ratio of energy-xp is actually BETTER when I battle weaker guardians. For example, I took my level 17 Kowa to battle in the Deep Forest. Playing (what I felt to be) optimal, I got around 54 xp per energy against wild guardians (if I got a crit, it was 68 xp per energy). Against a trainer, I got around 51 xp per energy. I probably could have done a little better, though. But if I go to the Southern Forest using a level 17 guardian, I get 76 xp per energy. And it's easy (just use quick attack), and it's not risky. And it's even more advantageous to fight a weak trainer because you can exploit their elemental weaknesses and get energy after you beat them. Hopefully I didn't just let out a dirty little secret =) So from a min/max perspective, it seems better to just fight lower level guardians and trainers than to fight higher level guardians and trainers. I would argue a fixed system would discourage this, and encourage longer, more strategic battles against harder opponents (what I would say is fun). I know you guys are in a hard place, because no matter what you do, people will complain about your choices (I've been there!) =P Given that you've said changing the energy system would be too much of a change, I'm not sure what the goal of this post is... To comment about the strategic nature of the battles at this stage in the game for me: I still feel a little hamstrung. If I want to try something like, using Toughen Up a bunch of times at start of a trainer battle, or using one guardian to Dirt Cloud another a bunch of times before swapping out, I feel like those might be fun things to do, but all the energy required for them makes it not worth it. Especially when I can just run around the lowest level area and plow through the easy fights there. It's not fun, but the min/maxer inside me says it's the "right" thing to do to level up (I don't ALWAYS just do that, but I wouldn't be surprised if people do). Your point that energy refreshes fairly quickly is well taken, but one thing I really don't like is having to constantly return (or feel like I have to) to the game after a short period of time. I would rather play and have fun for X minutes, then come back later in the night and play again. I think a lot of people feel this way. As it stands now, I get more play time (but less fun) out of battling in the lower areas. Sorry for the long post, if anyone has made it to the end =) I do still enjoy playing the game, although I'm interested to see if/how later content encourages the usage of more than just 4 guardians. |
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- Posted January 22nd 2012 at 12:34 PM
Joe LavoineHey Lasynda - I talked about the xp problem you mentioned in the other thread(http://forum.djartsgames.ca/?thread_id=761#5955).
Your other point that you mentioned about spending all your energy in one battle, I think is really good though. I have experienced battles like that. That's why I think it's more advantageous to fight lower level guardians in some ways. |
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886 Posts
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- Posted January 22nd 2012 at 1:52 PM
David Whittaker (CNE Dev)Last Edited January 22nd 2012 at 1:53 PM Hi Lasynda,
To answer your question: WHY would you want to limit a persons play time each day? Wouldn't you want a game that people just play and play and play without interruption? Most Facebook games operate on a system of free to play for a given amount each day, and pay to play more. The game pays its bills by selling additional play time to players. So if we let players play an unlimited amount each day we would have nothing to sell, and the game could not exist. As for the XP, in other games we have done a hard cap. Meaning you reach level 6 and you would not get any XP at all. In this we have done a soft cap, so incredibly enthusiastic players can still make progress, all be it slowly. The cap is required so that when we release new content we can properly balanced it for players who are ready for it. If we let players continue to level the new content would be too easy and be quickly completed, which takes the challenge and the fun out of it. It also leaves said players waiting for the next update right away instead of having something to play. It appears the idea of the soft cap is a little confusing for some players so we will be adding some additional info about it and changing the XP bar to show when are you are at the cap. Hi Joe, I am not sure if you are asking a specific question, or just mulling over what has been said. It is true that we have chosen our design path with the energy and it is too late to make any major changes. Every suggestion I have seen in regards to the energy and battle comes with a change that player would like and a drawback they may be willing to live with but others may not... All I can say is we did spend considerable time working out what best met all of our design constraints and feel this system matched them the best. -David |
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339 Posts
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- Posted January 22nd 2012 at 5:11 PM
Kite_samaLast Edited January 22nd 2012 at 5:13 PM im with Joe in this one, from my point of view, i prefer a game were i can play certain time and come later and use the energy i gained (BW) than a game that makes me sit every 2 hours to make a progressive advance, i dont know if im the only lv 7 player right now or there are others, but i played a lot this game have like 6 guardians in lv 21 now, and i been posting about a better change and use in this energy concept, is true not all people is okey with everything, but you guys have to think that not all the people post in here and can be thinking this energy system doesnt adjust with the playtime, other thing you guys havent seen and a lot of people have been commenting is, "what use does have 26 energy to spend, if that energy is spend in a long battle?"
think guys, i said it again, we are the ones playing, we try to give you guys tips to make better the game, the less you can do is at least use those tips, and come with a better idea, and collect what the people said to have better results, i already made some comments about usefull ways to have more energy, spend it, if you guys have doubts in something, make a post with a vote and comments about ideas for you guys to use, dont just said "is what we decided because was the best" im a gamer and if someone tells me "that" i usually send that person to fuck himself, im the one playing, im the one who knows what i want in a game and if i take my time to give tips to the creators of a game to make it better at least i want them to use them and not just cast them aside. include the gamers in the development, thats what makes a game really fun and worth playing it. |
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81 Posts
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- Posted January 22nd 2012 at 6:10 PM
Michael Orenthe other thing is I use jellybeans on everything EXCEPT energy. I feel like the way the game is now you play for 25min in the afternoon after work then i play for 6min at night. In fact i can say that i now continue to play only because of the community. I'm not sayin its a bad game just got frustrating very quickly. I just don't understand how you can justify me spending $50 on this game so i can play for maybe an extra 30min. Bush wackers you spend $50 and you can play for most of the day with stuff leftover. I just hope you guys can find a way to satisfy the majority of the people.
V/R Michael O. |
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- Posted January 22nd 2012 at 6:26 PM
David Whittaker (CNE Dev)Hi Carlos,
Read my previous words more carefully. I am not saying "is what we decided because was the best". We have always listened to the feedback of our players, and will continue to do so. I am saying you are trivializing the amount of work that went into the design and trivializing how much work it would take to change the system. Even if we were convinced that another method would be better it would still require weeks of work to implement. We are not convinced another method would not be without other drawbacks and we are not ready to take weeks away from making new content to redesign a system we don't think needs to be redesigned. We include the gamers in the development, we have in all our games. As the designers it is up to us to decide which ideas will work and which will not. -David |
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339 Posts
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- Posted January 22nd 2012 at 7:04 PM
Kite_samain conclusion, you only made whats best for you guys, good to know that :D
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339 Posts
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- Posted January 22nd 2012 at 7:29 PM
Kite_samasomething more, if the players (a lot of them) are complaining about something, if i were the designer, i think there is a problem, and is neccesary to look carefully that problem, is like a guy who builds a building, if theres a problem, all the building could collapse only for a little problem.
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301 Posts
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- Posted January 22nd 2012 at 9:35 PM
Lasynda ShichirojiHi David,
Thanks for covering a small bit of what I said and now my turn again. hehehe I'll try not to write another novel here but no promises. "Most Facebook games operate on a system of free to play for a given amount each day, and pay to play more. The game pays its bills by selling additional play time to players. So if we let players play an unlimited amount each day we would have nothing to sell, and the game could not exist." I'm not saying to make it a free for all. In my example of Farmville they have ways for you to have/want to spend money for the game and they are still available to play all day. I only made the one example because I thought it would be enough. I guess I was wrong. So another example of games that can be played constantly all day, from here on I'll use free to play, if someone wanted to would be Bejeweled Blitz. In that game you have one minute to make all the matches possible of the gems on the screen. There is no real limit in Bejeweled for how long you can play other then a person getting tired or having other non FB things to do. My other half plays it whenever he's not busy with things like work or sleeping or such things. In Bejeweled they have coins that you can earn or buy in the game. They have a cap on each game with the chance of earning no more then 1500 coins, unless you harvest(buy) a specific rare gem for the game. That might sound like alot for someone who hasn't played but it's not easy to get that many each game also the 5 special boosts for the game that you can buy with the coins while reasonably priced aren't cheap. Their boosts cost 6000, 3000, 4000, 4500, and 7500. A player can choose up to 3 to use before starting a game and they last for 3 games so the minimum you would have to have to buy even the 3 cheapest, I wouldn't suggest this btw having played the game myself, would be 11500 coins, the best combination of boosts I have found however costs 17500 to get. As I said I have played the game too so I can say personally on average I can make 500-800 coins each game without boosts. Also even if you use boosts you don't necessarily get many more coins through the game round. On top of this they have another feature, rare gems, that use ALOT more coins varying from the most common rare gem being worth 25,000 to the highest being 75,000. Simply put you can either play alot to have coins to buy the rare gems and/or use boosts OR you can buy the coins for the game. Also in regards to Bejeweled they also have the option of a independent version that can be installed on you computer to play outside of Facebook you just have to pay a nominal fee to get the full version and as an enticement for people to buy the game to install they also offer a million coins for buying it to be added to your FB coin total in the game. The installable version can be played with ot without connecting it to Facebook also. Another example is a knock off of Bejeweled Blitz but it has it's own theme based off of a 80's movie, Back to the future. It doesn't have everything that Bejeweled Blitz does but they are an endless gameplay game on FB. Another example of a free to play type game would be Scrabble. The only limit in this game is having the other player there to play. However in Scrabble you can, so far as I can tell, play as many different games as you wish so while the other player of one game might not be online atm other players can be. Farkle is yet another game that is essentially free to play. You have two choices on how to play there you can play unlimited simple games or you can duel with other players who are currently online. The only limit on playing the duels is that games chips, but if you keep winning you keep getting more coins so still sorta unlimited. The next game I will choose as an example, while it has a set amount of energy with the way it is setup it is virtually free to play but not totally, would be Gardens of Time. In GoT a player starts with so much energy which refills similar to here, only for them it's 1 energy per 3 minutes. The way they have game play setup it takes 10 energy to start a game round and it's a hidden picture game. Once you use up all your energy you can proceed with visiting friends and you get an energy from each friend you visit, until you hit a certain cap, At their place you can "hide" a gift, which is completely randomized by the game, and you get something random for "hiding" the gift at the persons place from simply coins for buying things for your place or another Energy. There is also someone that you can help at their place which starts a free timed game that you can play to get more XP and coins based on how many items you can find. So it is possible to play through your Energy and get it back to keep playing for quite awhile before you would have to take a break. Now in this example you also have the option, for people who don't want to visit friends for energy, to buy their games premium credit to get an energy refill as well. The premium credits in their game also can be used to buy things you can't otherwise have on your place or special boards to play or collection pieces you need or a lot of other things that are there to keep people playing the game. The creators of GoT have also offered a month membership that gives people all sorts of goodies each month to keep giving them money. I think I will stop with examples of other games here. I hope it makes the point I'm trying to make as far as restricting play in general. I'm also not promoting people leave Mystic Guardians for any of these other games either. Now as far as what you said about XP. I wasn't implying that people should be able to get to level 50 while waiting for the next area to open up. What I was talking about is how the Players XP is handled AFTER you unlock the soft cap to a new high. (BTW Joe I know what was said in that thread and that you were the one who said it I haven't found the other thread you had been taking about. So when I brought it up here I had figured I'd either be told where the other thread is OR the correct answer and so far I have neither) Now with all that being said can I please have an answer about the XP? I am ONLY talking in reference to the Players XP not Guardians. I have ZERO problems with the way you are soft capping them that makes sense, at least as I understand it they are soft capped as well. My issue would be if from my previous example of being 15 XP short of making 7 before you adjust the cap level is all that XP wasted or does it go towards the other levels? As I understand it when a person levels up all that happens is they get, so far at least, 1 more energy, a Jelly Bean and the Energy refilled if it isn't already full. If there is more to it with the player level up please enlighten us all :D otherwise what is the downside for someone to get the credit they earned? That covers two of the things you answered out of all my post now for other things you brought up or failed to answer or I forgot to mention in my original post. I would like to point out that I wasn't implying that you shouldn't try to reap some sort of benefits for creating the game here. All I was saying earlier, here or in other threads, was that there are other ways of getting funds into the game. Also if you happened to catch one of my other posts as far as making money from the game goes I am certainly not against it I just think there are other ways to do it. Like I said in regards to making it easier to play longer it would actually encourage people to buy things like Jelly Beans for example. Don't get me wrong I DO understand that there isn't alot that is open in the game yet. All I've been saying is maybe more should have been made ready to open the game to start with. So people aren't getting frustrated with the fact that now it is just a waiting game for the next part of the game being opened up. Is there even a estimate on when the next part might be opening up for people to continue playing? Which brings me to my next point as far as what I said in another post about perhaps locking things I will do a little more clarification on this idea. The way I see it there are a couple different ways this could be done. Either everyone who plays data is saved for where they are what they have levels all that fun stuff and the Beta is closed until all the work can be done OR Don't allow any new players in however the people who are here can be the testers for the game if they choose. I personally would be willing to be a tester for the game heck I'd be willing to come on board the team and help with brainstorming and things of that nature. Yes I may not have the programming or design skills but I do have a great mind that can come up with some great ideas that could benefit the DJ Arts team. *wink wink* Before I end this I also want to make something clear. I'm not just trying to find things to complain and whine about. As far as I can tell so far I have more or less only really gone on about things that really matter to keeping players from leaving the game. I really DO like the game so far. I see ALOT of potential in the game. I have played many games on FB over the years and I have never gotten this involved with speaking up about things to help a game. I do it here because I think this game has a great start and could potentially take he lead as one of the best/most played games on Facebook. I like the game so far and think these are all some level of importance to solve before the game gets even bigger. Now I will finally end this with THANK YOU for taking the time to read all my rant here and sorry I guess it did sorta become a novel. |
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886 Posts
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- Posted January 22nd 2012 at 10:46 PM
David Whittaker (CNE Dev)Last Edited January 22nd 2012 at 10:48 PM Hi Lasynda,
Wall of text crit for 9999 damage! That is quite a lot, so forgive me if I miss something. As your examples show there are other approaches to monetization used on facebook. I wasn't suggesting that there were not. Your initial question seemed like you just wanted the basics and were not asking about the details of our monetization choice. Largely one chooses an approach and builds it into the game mechanic in a way that makes the most sense for that game and optimizes from there. The games you describe are different types of games than Mystic Guardians and thus have different types of monetization and different types of limiting factors. Farmville for example is a sandbox game, the more the player plays the more opportunity there is to sell a player an item or a building etc. It is not a game you limit the playtime of. Bejewled is an arcade game, monetizing arcade games can be difficult, often they are more ad supported and only succeed by reaching millions of users. I haven't played Gardens of Time, but it sounds like a hybrid of selling energy and additional content. Mystic Guardians is an adventure game, you can complete the available content and then be done. So our most natural limiting factor is the rate at which progress through the content is made. Hence we sell play time. We also sell items that help in combat, items that would otherwise require friend helps, and other convenience items. To answer your question about the soft cap: When the cap is raised, if your XP is over the required amount to get the to next level, then you will level up with the next XP you get. Excess xp is lost, it does not count towards the next levels. this is because if it did count toward the next levels, then it would be as though there was no level cap at all, and you would level up 5 or 6 times in one go. Your level controls the level of captured guardians. Guardians captured keep their level up to your level. So for example if you capture a level 15 guardian and you are level 7 it will be level 7 after it is captured. So your next question is where is the harm in giving a player 6 or 7 levels immediately when the update is released. Without level caps, some players would get so far ahead that they would blow right through any new content updates, and then immediately be asking for more content faster than we can produce it. If we gave credit for excess XP earned it would be like there was no level cap... So there are 3 main reasons for a level cap: 1. We can target our new content for players starting at a specific level and balance it for that level. 2. Players play through at the rate we intend and that gives us the time we need to make the next update. 3. Blowing trough content because it is too easy is really not as much fun as it sounds. So getting far ahead actually makes the game less fun to play. We are hard at work on the next update... It will probably be another week maybe two. Yes it would be better if we could have launched with more content, but it is coming and the update after that should be quicker. We actually haven't started actively marketing the game yet. So practically speaking right now there is a limited number of players in the game right now helping us work out the kinks. -David |
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13 Posts
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- Posted January 23rd 2012 at 3:07 AM
Carlo ManginiHi David,
I still can't agree on the decision to limit the playtime: the cool thing about RPGs is that the player is given the freedom to decide the amount of time to spend in the game,so if you have just little time to spend in it, you can progress slower but still on a solid basis. Personally, games that decide for me what is the right amount of time I can spend playing don't match my idea of well thought out games (NOT SAYING MYSTIC GUARDIANS IS A BAD GAME, THOUGH). Now, I'm well aware that any game needs incomes to survive, but I don't think selling playtime is a good idea: we have a barn that could be used for that,selling special crops that produce special items, or adding decorations that boost your money income, exp gained in battle and stuff like that. Also, premium capture discs with higher catch rates. Possibilities are endless. Now, the soft caps. Well, I can't really disagree with you on this one: a soft cap is always better than a complete cap with no progression at all. I'd just like that this wouldn't apply to the Guardians but only on te player (I'm as curious as a monkey to see how a completely evolved Guardian would perform on team XD) The limitations about gifts and helps. That's just annoying. This morning I had the possibility to evolve a Guardian, but couldn't because I was able o ask my friends only one evolutionary item. I think the maximum amount should be raised: quite every other games I played on FB lets you send and receive more gifts. I hope I haven't been offensive, measuring words if you're not an English speaker sometimes can be hard! :) Carlo |