Andrea wrote: If everybody gets the rare card it needs then there is just more balance than there is now. A.
LeafHyren wrote: What would you wonderful people suggest to balance power or improve the disheartening wasteful feeling of a big box full of duplicates?
yunnnn wrote: LeafHyren wrote: 3. There is no progress made when everything opened is a dupe. Big Boxes need to give a special token, and 5 or 10 of these tokens can be traded in for any mythic or promo. The point here is to make it feel like the player is progressing. If someone sinks 200$ into the game and nothing happens... guess what? They are never going to iap again.
LeafHyren wrote: 3. There is no progress made when everything opened is a dupe. Big Boxes need to give a special token, and 5 or 10 of these tokens can be traded in for any mythic or promo. The point here is to make it feel like the player is progressing. If someone sinks 200$ into the game and nothing happens... guess what? They are never going to iap again.
yunnnn wrote: LeafHyren wrote: What would you wonderful people suggest to balance power or improve the disheartening wasteful feeling of a big box full of duplicates? You've actually nailed the point precisely: "The disheartening wasteful feeling of a big box full of duplicates". The general complaints about drop rates can be summed up as: 1. It feels bad to open a big box and get a single rare (a dupe of course). 2. Spending 20$ for a big box to get nothing feels bad. 3. Getting dupes in the same booster pack is stupid and feels bad. 4. The relative low number of cards in the set vs the high number of mythics makes whaling feel bad. After a couple of boxes, everything is a dupe and you're only looking forward to the mythic, which may just never come. TL;DR: Once you've opened a couple of boxes, opening more almost always feels bad. This should not be the case in a game that is trying to get you to buy as much as possible! There is no feeling of progress made when everything is a dupe. And when it costs a relatively high amount, it is incredibly discouraging. There are many solutions to this, which people have already pointed out: 1. Remove dupes from the same booster pack. It will increase the morale of pack opening by miles. 2. There needs to be a better guarantee of high quality cards, especially when a big box costs 20$. The IAP in this game is way more expensive than other games, and the game operators need to realize this and compensate accordingly. 3. There is no progress made when everything opened is a dupe. Big Boxes need to give a special token, and 5 or 10 of these tokens can be traded in for any mythic or promo. The point here is to make it feel like the player is progressing. If someone sinks 200$ into the game and nothing happens... guess what? They are never going to iap again.
THEMAGICkMAN wrote: I had an idea of trading 2 dupes of the same card for any card of the same rarity from that set. Although then people would have access to literally every card very quickly, maybe someone could build on this idea?
glggwp wrote: all these suggestions are so easy to implement and being brought up on a weekly basis. however, d3 and hibernum simply keep their mouth shut and continue down the road of encouraging people not to pay. looking at the record number of promo cards (costing north of $30 each) in the small expansion like EMN, i only feel the desperation of sucking out as much money as possible before nobody gives a tinykitty of this game real soon.
Leaffe wrote: They are simply using the Hook Model to promote spending behavior (and drive investment). Variable rewards tend to reinforce repetitive activity, EVEN IF (some would say especially if) you do not get the quality of reward you want. Yes, it feels bad...but that bad feeling triggers your brain to attempt to get more dopamine--hence, you actually end up spending more money on the game. It will turn off a few low-investment individuals, but it will also drive a much greater spend from whales. Mobile games (well, F2P-model microtransactions) are all basically legal experiments on humans to determine optimum spending behavior.
EDHdad wrote: In Paper Magic, everyone has access to every card in every format. Yet, it's been going strong for 23 years.