Silver key and lockbox analysis

This is an attempt to view the silver key and lockbox system from OOO's perspective, try to figure out what went wrong, and how to fix it. It's not just yet another rant and I confess that I have no idea whether or not the things said here have been said before and how frequently they've been said.
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I think OOO's original intent with the silver key thing was for the auction values of the common accessories to be much, much higher than they are. If you look at equipment, you'll see that nobody is really willing to sell any weapons or armor for less than the price they cost to make. That includes unbinding fees on items that must be unbound.
The cost to make a Maid Headband is 750 CE, so Maid Headbands should go on the auction house for that much. That way everybody wins: the cost of buying silver keys is effectively zero because you can just trade for what you want and people will be encouraged to buy them for a chance at getting something good. And the CE cost will encourage people to buy CE with real money.
And maybe they'd go up for 700 CE's worth, or 650. It's a bit of a gamble then, but still not too bad. If everybody opens one lockbox, a lot of people will lose a fairly negligible 100 CE's worth, and some lucky winners will make a nice profit. Or hopefully equip their shiny accessories and make others buy more lockboxes in their lust.
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Obviously none of that happened. Maid Headbands go for <100 CE. What did OOO get wrong?
1) They overestimated demand. In order for the price of an item to stay high, people have to want it. OOO did a pretty good analysis of which accessories would be the most desirable and then made those the most rare in the lockbox opening chance. Their oversight was assuming that people would actually want common accessories like Maid Headbands. Nobody does. So as more lockboxes are opened, Maid Headband supply increases further and further and there is no accessory-sink to clear them because nobody wants them on their helm. And the price falls.
2) They misjudged exactly how people would open lockboxes. They'd have loved it if everyone in the game spent 750 CE on a silver key and then swapped accessories around. But that's not how it happened. A small portion of players opened a lot of lockboxes and a large portion of player didn't. So if you're one of the ones who did, obviously you have plenty of Maid Headbands and you don't want any more. If you're one of the ones who didn't, you're now given the opportunity to buy them on the auction house for 750 CE's worth of crowns. An item that a) provides no combat benefit, b) isn't visually appealing to you, and c) does not exist in finite supply and is thus not collectible. You're not going to buy that, and the price falls.
So instead of everybody losing a little, you have the most dedicated players losing a lot.
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Tens of thousands of CE is a whole lot to a single player. To OOO, it's not. And the forbidding 750 CE cost does not make silver keys accessible to new and mid-level players who would much rather get better equipment. So the people who bought a ton of silver keys are relatively few and OOO looks at their lockbox purchase rates and sees that not enough lockboxes are being opened.
So they introduce shadow lairs. They were probably planning to introduce the shadow lairs and shadow keys anyway, and decided that the lockbox system was a great way to get the keys out there and keep them elusive.
But OOO is still operating under the delusion that everyone's going to buy one or two silver keys and the few lucky newbies with no use for a shadow key will put the keys up for auction and the unlucky ones will otherwise be happy with their common accessories.
Low-level players are the most likely to still be f2p and are also the ones who cannot afford to toss around CE on things that don't provide combat benefits.
Lockbox opening rates remain low from OOO's perspective and outlandishly high from the perspective of the small percentage of players who are actually buying them. Shadow key supply remains lower than anticipated. People are angry that they can't enjoy the shadow lairs. OOO gives in and sells shadow keys instead. And in the meantime, Maid Headband supply has already increased further and still, nobody wants them.
Now that they've dealt with the lack of shadow key supply, OOO goes back to trying to get people to open more lockboxes. So they put some rare accessories up for auction in hopes that people will equip them and all the other players will get jealous and try their luck.
It's possible and probable that OOO does realize how badly their original lockbox plan has failed, and that the accessory auction is a poor attempt at trying to fix what they did wrong.
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The situation is basically unfixable at this point. OOO's going to have a hard enough time re-engineering their lockbox system to be more functional in the future, much less make amends to the players who have already wasted a ton of CE on worthless lockbox opens. The fact that accessories are bought and sold on the auction house for rates below 750 CE basically means that anything OOO does is going to end up with some people coming out ahead and some people coming out behind.
If you accept that you cannot make amends to the players who already engaged in the system, what needs to be done is this:
1) Improve the accessories. Nobody wants Maid Headbands, so why should they exist? Accessories should be things that look good and things that people actually want. Take the common undesirable accessories that exist now and stop giving them out of lockboxes. That way, the people stuck with them will at least have collectible items that can't be obtained otherwise. Or at the very least, try to change how they look so that people actually want them.
2) Flatten the drop rates. Let player demand take care of what's worth more and what isn't. Don't try to make the things that are already going to be in high demand in higher demand by making them super rare. Lockboxes are not love puppies. Love puppy drop rates can be egregiously low to create high demand items, but as rare as love puppies themselves are, they are still going to be more common overall than lockbox opens. And love puppies are free. So the <1% chance of rare item drop mentality is just not going to work with lockboxes. It would have worked if Maid Headbands were selling for 750 CE, but they're not.
3) Drop the silver key cost so that more players are willing to buy them without balking at the expense. I'm thinking 250 CE. Unfortunately, this also increases supply and doesn't really increase demand.
The problem is that OOO wants more people to open lockboxes, and in order to get more people to open lockboxes, they need a lower accessory supply. And in order to have a lower accessory supply, they need less people to open lockboxes.
I really don't think it was OOO's intent to create a gambling system. In fact, I think they're averse to doing so. They don't want to have lockbox prizes that are basically "here's 500 CE, you lost 250 CE!" But every player who's pulled a Maid Headband out of a box would rather have the 500 CE.
So OOO needs to accept the fact that they have a gambling system and do one or both of the following to decrease accessory supply:
1) Make accessories sellable to vendors for 2/3 the price of a silver key. This creates both a price floor and an accessory sink, but getting a Maid Headband is then just "you lost 1/3 of your CE! lol" and that's gambling. Doing this is also probably their best shot at making amends to the people who opened a lot of lockboxes short of refunding 750 CE to all of them, although anyone who's sold their accessories on the auction house still loses out (and that's no small portion of people).
2) Give out non-accessory items from the lockboxes such as Krogmo Coin Boosters, Mist Tanks, Weapon Slots, etc. People know how much these things are worth and they know that it's less than the cost of a key, i.e. gambling. But this reduces the accessory supply. This way they can also include some lockbox-only equipment and increase lockbox demand. Costumes, for example, would be great. But all the accessories are just pieces taken off of models that already exist in the game, so expecting OOO to do new modeling for costumes may be out of the question.
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At the end of the day, I don't think OOO is evil and I don't think their intent is to allow this system to continue to screw people over because a) they want people to like their game and b) it's not profitable to them (one of the core problems with the system is that people aren't buying silver keys at the rate OOO wants them to). Hopefully this provided some alternative perspective to the few people who actually bothered to read all of it and I sincerely hope OOO is thinking along the same lines before they attempt further knee-jerk responses to the issue. Adjusting the drop rates alone is not going to fix anything.

I have already said a ton on this subject in this thread:
http://forums.spiralknights.com/en/node/33454
In between my general dismay and tears there are some similar arguments to yours.
Despite my current anger following the weekend I really do love this game, I have made some great friends and joined an awesome guild. I am simply frustrated at this whole system of acquiring shinys...I am quite willing to pay to get what I want but I and many others feel like we a being exploited and taken for fools with this whole lockbox fiasco.
I just want prismatic wings, that's all* Given how much i have sunk into this game I dont think that's too much to ask...
* (ninja edit: actually I am still looking for a max fire angelic helm too lol)

a) they want people to like their game
their game
This is a major issue with the development of Spiral Knights, its economy and everything else in general.
Their game. That's the issue. Three Rings thinks Spiral Knights is their game and only their game, not the players'. They think their own opinions are far more important than the whole community's. It seems all they really care about is "data". Not profiting from "their" game is a result of their general ignorance to this.
This issue has been really obvious ever since I had started playing the game. Even in beta, although developers talked a lot with us, they would display that they did not actually wish to take in suggestions and the opinions of players, and rather, decided to go with their own ideas and thoughts. This is a major issue, specially when they're taking bad decisions and refusing to go back with them, or even refusing to just discussing it with players, and just attempting to fix it on their own way. It's really easy to notice this with pretty much every update; General balancing of gear (This was discussed a lot in the beta and earlier stages of the game, and tons changed, but never to a satisfying result, and several balancing issues still remain), The old Auction House update, the newer danger rooms, accessories, Shadow Lairs.
This doesn't seem like it's something that is going to be changing, either, after all this time and all those updates.
For accessories in particular, I feel they simply took a ridiculously wrong approach; Only through Lockboxes, with "lame" accessories being ridiculously common, and a fixed price to open them, which you cannot go around in any way? That really does not work well. I've played other online games where those kind of "gambling boxes" have assorted prizes, with a chance to get rare items in addition of the general things, and they'd also give us multiple options to obtain the items/boxes, or some daily-weekly events with a chance to obtain them. In those games, it worked greatly.
I feel that a general issue in this is that they just mash everything together - Barrel bellies to wings. This really just does not work. Some more common or uninteresting accessories would have been better off purchasable at a fixed price somewhere, and taken off entirely from lockboxes. If lockboxes were rarer and only really gave some "better" accessories, this would have been oh so much better.
But all in all? The issue still remains. There's a lot of ways to approach Lockboxes and all those things that Three Rings ends up "doing incorrectly", but they are simply not willing to try those different approaches, or take opinions from players. They'll keep doing whatever they think that works, and probably just move to something else if it ends up badly, or just releasing more things related to it, rather than actually changing the system.

There are a lot of really excellent game design decisions in Spiral Knights. It's why I play it. There are also several that aren't so great. It seems that they made better decisions early on than they have lately, so if they're going to be doing their own thing and not listening to the players, I suppose we just have to hope that they're still capable of making good moves.
I've found that games need to take a middle-of-the-road approach to player response. If everyone's complaining about something, you need to listen to the players to some extent, but you can't cater to them too much because then you'll overcorrect. I do agree that from what I've seen OOO errs on the "not listening to players" side of things. But it's just a monumental undertaking to try to keep up with everything everyone's saying and they'd probably rather work on the game instead. And then nobody's happy.
OOO also seems to prefer "alternative solutions" rather than directly addressing problems, which can work but can also fail miserably if the problems themselves are big enough.

Unfortunately thier game is funded by us.
I played Eve online for years and that went through a very similar period earlier this year over vanity items and devs not listening to the players, result: a mass exodus of veteran players very much like we are seeing in SK now - I see a new "quitting" thread in the bazaar nearly every day since accessories/shadow lairs patches. The CEO of CCP ended up making a public apology over it and is now working with the Eve community on issues that were important to them, like new content, actual gameplay, balance issues etc. They were smart enough to realise that thier game was nothing without happy active players.
I think it's pretty safe to say that the core SK players are not overjoyed with the last few moves from OOO.
The real question here is how many more p2p veterans have to quit before OOO wake up and realise the folly of not listening to thier core playerbase...

I have to disagree with the idea that OOO is designing these things for everybody. Their market for new items/features in the game are early adopters who have the personality type to fork out a ton of IRL money/crowns/CE for the latest thing. Lets look at Punch and Vise. When we asked for unbinding and auto UV's they made them rediciously expensive ( I thought this was a kind of screw you, but now I understand ). Once the early adopters stopped using them and the players who were willing to pay dried up, OOO lowered the price for UV's and unbinding. If this pattern holds, key prices will go down eventually. I agree that making the accessories more desireable will help spur demand.
Thanks for you thoughtful and well written post

This was a great topic to read over my morning soda and research articles, thank you for writing it.
I don't know much about the Silver Key issue because most of it occurred before I started playing(still less than a month ago).
While this is not a suggestion thread, I wonder if making the price of keys somewhat or entirely payable in crowns instead of CE would alleviate certain market pressures. I like the 2/3 refund idea as well.
However, that would be a bitter pill to swallow for those who have already invested CE heavily into keys, and also sold off their unwanted accessories.
As for the 'listening to playerbase' issue, this is a common perception on many game forums. Having a good PR team helps, but ultimately, negative opinions are often the most vocal, especially on forums. One should be careful not to be blindly swayed by the ' X company never listens' argument.
That said, in this particular case(and I am sure certain others) the negative opinion appears to be justified. I hope OOO takes some of your advice into strong consideration.
Cheers.

I agree pretty much with almost the whole post you've written. It's been well made and elaborate. The design choices made by the team in the most recent updates and in Spiral Knights in general as a whole are always experiments and new ideas made by the dev. team in order to appeal to the players and make a profit in the game.
Personally, the accessory system was a great step toward creating a better MMO experience. So how did this one fare off? The lockbox/silver key idea was implemented. This wouldn't have made much of a difference, but the system itself really limits and punishes the player to the point of not willing to try again or not trying at all due to not having that precious 0.01% luck. Nevertheless, it was something different, something far from our usual material collecting and crafting that guaranteed us with an item that helped us in the long run. I'm not entirely sure of how the system fares of right now with the special auctions OOO's doing right now, but I can't really say if that was a neat experiment or just an up for grabs idea.
The shadow keys and the shadow lair are meant to be a hard to reach place considering the "end game" items that were established, but sadly this decision screamed "pay to gamble" by adding a key on a box that needs to be opened with another key. The inclusion of the temporary shadow key seller was an excellent subtle addition so you can see action was obviously taken and thought of. For starters it provided a good sense of teamwork to split up the price and chip in into the key.
Never underestimate any gaming developing team, specially when it comes to MMOs, usually one of the hardest genres to create. The most important people are always the players. And while OOO are not gonna go through every topic and just enter a few with a generic response just to break your hopes up of never listening at all, they do indeed listen to the community and will indeed study their current position.

Yeah I bet many people have thought that OP, just not expressed as well :D
Also the 750 ce cost was obviously to match TF2's keys first. And second, it also helps increase the possible profits. Not because 750ce is a lot to begin with, but because everyday three rings hands out 100 mist to every player. This is free "money" they give away, if keys were cheap to start with, like 100ce (with I believe in everyone's mind would make people be happier with lockboxes), then their profits would drop because quite a few of keys would come from mist entirely. By making it that expensive they assure they take a big slice of the cake (87%). 250ce still means they are giving away 40% of the price for free for every key sale. If demand for keys becomes just 50% higher they still get the same or better slice of sales, although to match the raw ce earned they'd need to quadruple the current demand, personally I don't see what is taking them so long to take a decision.
Myself, and blind to the numbers they use, I'd make them 150ce and earn through volumes, give some measly crowns back, not because I want to return the crowns but because I want to offer a sink, accessory destruction is a very very slow sink... add some minimal battle bonuses to each accessory (ie low status resistance uvs, +1hp, movement speed bonus (ha!) things like that), and finally add way cooler baseline accessories, they dont have to be wings, but they have to be popular and common, unpopular accessories have to be rare so that their supply matches the demand.
You profit through traffic, you want people to spend not once but continuously, you can't set up the drop table to stagnate the market you have just created...
I was going to give a detailed response, but then I realized I don't care that much. Meh.
Silver keys should have been bought with crowns, as somebody suggested. Having common items be worth less than half the value of a key is fine. It balances out the great value of rare items. As long as the average return is at least 60%... it seems to be about 40% now tho. I don't like having these items put up by OOO because it makes opening lockboxes less rewarding.
Don't listen to your "player base" that much. A lot of people can say stupid things, whether it's due to lack of knowledge about the game, or inherent to each person. The forums are only a tiny slice of all players.

Having opened only two lockboxes, the first a Cool Headband, and the second a Regal Bomb Bandolier. Its a Huge gamble, I got lucky on the 2nd making a good profit, but the 1st I'm not even sure if i can sell it for 1/3 the price of the key : /
Excellently written. I couldn't have said it better.