Hello, I submit this thread to OOO in order to suggest that the formula for reviving cost be modified in order to profit OOO and also to encourage gameplay.
1. A mistake that new players may make is that when they buy energy, they often spend it on revives. When they run out, they feel that it is not worth it to spend $20, $40, etc. if it's only going to last two, three days.
2. Less energy spend on revives ensures that both free players and paid players can have longer playing sessions, making them feel as if they are actually getting more playing time. It prolongs their energy supply, and will possibly encourage more energy going into the economy, making energy cheaper, creating more game activity.
3. It will not drastically lower energy prices, only slightly lower it. Adjusting the revive cost formula is not as drastic as changing energy costs for elevators, only slightly prolonging game play for perhaps ten or twenty minutes longer. It will ensure that players who pay for lots of energy will not waste it on revives, creating a more comfortable playing experience and ensuring customer trust in getting their satisfaction of playing time from the game.
4. More buyer confidence will result in a better economy.
Now, I assume that the general method for assigning the energy cost for revives is:
while (game continues)
if (player = dead)
revive cost = 2 * base revive cost
base revive cost = revive cost
loops continuously until player returns to Haven
-effective making the function for revive cost:
y = 2^n-1(x)
I recommend that the revive cost is changed to this function:
y = 1.5x
then
x = y
Assuming that x is 2, 10, and 20 for each tier, It will produce these values, rounded up:
Tier 1: 2, 3, 5, 8, 12, 18, 27, 41, 62, 93, 140, 210, 315, 473, 713, 1000... (15 before reaching 1000)
Tier 2: 10, 15, 23, 35, 53, 80, 120, 180, 270, 405, 608, 912, 1000... (12 before reaching 1000)
Tier 3: 20, 30, 45, 68, 102, 153, 230, 345, 518, 777, 1000... (10 before reaching 1000)
This means that Tier 1 prices are very forgiving, but steadily rise until 1000.
Tier 2 prices are also slightly more forgiving, but nevertheless get more costly. It encourages people to revive more.
Tier 3 prices are more costly, but much more forgiving.
The curve of cost is less drastic, but still very costly as it rises. Lower intervals between energy prices for reviving may create more incentive to revive, still allowing players to burn energy, balancing out the lower energy costs with more use of revival.
Alternatively, you could scale energy prices according to tier level:
T1 : y = 1.5x
T2 : y = 1.75x
T3 : y = 2x
To adjust for more revival, the game could also become harder on T2 to prevent crown farming, and crown levels could increase on T3. Once T3 has more crowns than T2, people will have more incentive to go to the harder tier, and therefore die more. However, people will still be required to go to T2 in order to craft popular weapons such as the Faust, Avenger, and the Antigua. This results in a net loss on T2, and, thus, less crown production in exchange for weapons.
However, less energy being spent on revives means more energy for the economy, ensuring that players will still be able to buy energy.
This would make allot more energy get spent on revives. Who needs to revive in teir one? Even if they are a teir one player? Plus, the odd revives waste CE since you can only market it and craft larger items in units of 100. CE would drop in supply partialy becuase no one would even want to buy it. making teir one cheaper and teirs two and three more expensive would kill the economy completely.