3 Krogmo coins for winning team

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Orangeo's picture
Orangeo

Right now tie spam is the most efficient way to gain coins. You get the same crown payout as if you had a 50/50 winrate, but with two coins per match rather than just two per win and one per loss. If wins instead gave three coins, the total coin and crown payout of one win and one loss would add together to that of two ties (four coins and 280 crowns total every two games/every 400 cr spent). This would mean average players would no longer care to tie at the end of matches. It also means above average players can raise their coins per second; right now, you're earning the same amount with all ties as you are with even a 100% winrate.

The alternative that's been given to us in the past is to report people who tie deliberately, but this just isn't going to work. With how dead PvP is, if you report the rest of the game... who are you going to play with? This is just not a viable way to address the issue. And setting aside practicality, it doesn't even seem justified either. Suppose someone dumps 25 energy into Krogmo and then asks for a tie. Should I really report that person? No. Maybe their bribe prize was 2 coins for the winners for example, which becomes 2 coins for everyone on a tie. Obviously they'll want a tie. 25 energy is like 1800 or so, which for four players is generating 8 coins for the party; that's 225 cr per coin, a worse rate than just losing. Obviously it makes the most sense to maximize who gets these.

This should also raise the number of people who actually play these modes, as right now the incentive isn't strong enough. You might think that prizes requiring more games would equal more games getting played, but that's just not how supply and demand works. If you don't set the price at where and supply and demand reach equilibrium, you'll just get less trade. It's just like how you will not make twice as much money just by selling things for twice as much: people just stop buying instead. And right now, people really don't want to buy from Krogmo. You'd think I'd be able to make money selling shockburst brandishes to help people who don't want to grind the coins for it, but because they'd still need another 250 coins to reach voltedge, this doesn't happen: people give up entirely. That's a clear indicator that you're past equilibrium and that the prizes need to be better. More people will play. Maybe tie spam is only an issue for BN, but PvP being dead in general definitely includes LD.

Edit:

To continue, for FFA, the coin payout there is abysmal compared to teams/LD. Only the winning player gets two coins, and everyone else gets one. Look, just take however many players there are, and multiply that by two: hand that number of coins out in total, every game, regardless of game type.

For teams that'd work with 3 on a win, 2 on a draw, and 1 on a loss.

For FFA, if everyone but the winner is getting 1 coin, your formula for the winner's coin count would then be 2 plus the number of players. Or, if second place were allowed to get one coin (it should, it gets 280 cr just like a win in teams if you've got 6 people yet only one coin), then it would just be 1 plus the number of players. Assuming you aren't having ties, that is: in the event you do and a prize can't be divided evenly, just round down and give a coin to whoever was next in line. The only time more than two coins would be getting rounded off is in the event of a five-way tie in an eight-person room, or a four-way tie in a seven person room. Perhaps in those cases, take the coin back from second instead; it would at least let you even out the latter scenario.

Orangeo's picture
Orangeo
And now, an actual analysis

And now, an actual analysis of how [not] profitable PvP is:

FSC generates about 8500 crowns per run, plus materials. This includes tokens, which sell back at 10,000 per 100 primal/grim/forge sparks (5* trinkets) or 30,000 per 30 almarian seals (ancient plate). Assuming around three boss tokens and three others per run, that's another 3300 crowns, plus at least a couple of 5* materials which I see in the auction house getting bid on at 500 crowns per, but even ignoring that you're looking at 11800 crowns of value in probably ~30 minutes per run. That's like 400 crowns per minute rounding up just a little for mats. Plus you get rads etc that I'm ignoring, so 400 is a fair estimate.

In comparison, mod calibrators will sell for 15k and enamorocks for 2k, which is a rate of 200 crowns per coin in both cases. That means you're spending your time making no money at all on a loss. Or, you're actually losing 20 crowns per loss when you incorporate the 10% auction house fees. But what's really bad, is that even when you win, you're losing money just by the price of time. At 5 minutes per game, with 200 crowns per coin, which is 400 crowns per win, plus the 280 crown reward and minus the 200 crown entry fee for a net 480 crowns per win on the assumption you trade outside the auction house, that's still just 96 crowns per minute or so, purely on wins. Six wins, compared to just playing FSC times, gets you a net loss of 8920 crowns over the course of a half hour. Plus however long it takes to start a match, etc. So, asking for one extra coin per win? Pretty fair. Even 8 or 9 coins per win would still not match FSC going off current AH prices. I could farm BN with four computers at once and it wouldn't match just playing FSC on one.