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A suggestion that might well save our economy.

6 replies [Last post]
Sun, 04/29/2012 - 18:43
Sheepsofthelegion's picture
Sheepsofthelegion

SOOO, right now the P2P players control the entire economy by buying CE and selling it for pretty much whatever price they want. Meanwhile, us F2Ps (who need CE too,) have to buy their rediculous prices. Basically said, they have a monopoly on the crystal energy. Therefore, the obvious solution is to allow us to get our CE from a different source. The first source that would come to mind is though work. We could get CE from levels, or from some new task that pays out CE. Sure, that means you can't force us to buy from you, but this game is good, and good games make money, even free ones. Look at Dragonvale, FREE app, also top grossing app. Yeah, out of ALL of those apps.

Also, If you do oppose, please formulate a well thought out reason with logic. No "Idonlikeits". Noone likes Idonlikeits

Sun, 04/29/2012 - 19:36
#1
Luguiru's picture
Luguiru
Neehyurp

CE prices are not made "whatever price they want", seeing as there are far too many users for competitive overpricing to exist; normally they will underprice each other to sell first. It is not ridiculous to pay 63 to 68 crowns per CE, there was a time where it was 80 crowns; no, that was not fair, but that does not mean to frolic around claiming the prices are too high. Its price is dictated by the community as an openly marketable item. Get crowns from missions/Clockworks, buy CE from other players, end of story.

Sun, 04/29/2012 - 19:37
#2
Shue-Donnym's picture
Shue-Donnym
No subject line spam here, move along

But if you don't like idonlikeits then you did an idonlikeit!

Sun, 04/29/2012 - 19:54
#3
Pokenuevo's picture
Pokenuevo
Nice idea, but... I personally don't like it

Crowns are the primary currency which you'll obtain from a level. Crowns are the main currency of the game, while CE is a second currency (if you can really call it that). By adding CE to the levels, you'll have CE prices dropping like crazy. This could make CE almost worthless if not controlled. However, even if controlled, the current system still prevails because CE isn't supposed to be something from levels. It's something that you buy, or wait for mist to regenerate.
Also, p2p don't really affect the economy at all, unless there's some sort of promo or release. Then, the CE prices fluctuate depending on what event is going on. Don't pin it on them. I feel a bit strongly for the p2p, since I am one. People spend their own money to get CE in this game. Why ruin what they spent their money for?

Sun, 04/29/2012 - 19:57
#4
Juances's picture
Juances
~

End-Game 'pro' players dont even need much energy. The only reason they keep buying it is to sell it, then spend the crowns on accessories or UVs. This is one of the reasons prices tend to drop everytime something new is released, like with current pets. If F2Ps get an 'alternative energy source' sales will drop a lot.

"Look at Dragonvale" - this is not Dragonvale.
Even if a system is good, it doesnt mean it'll work perfectly anyhwere you put it.

Sun, 04/29/2012 - 21:22
#5
No-Fun-Allowed's picture
No-Fun-Allowed
Random theories that have been posted already.

Yeah, we all know how the economy is annoying for new players, and if we had an NPC that sold Mist Tanks for a set price it would fix the economy because you can't go past 2-Starred gear without getting CE, but everyone shoots down any good idea that would help the economy and let new players advance because people are idiots.

Just buy a decent CE pack like the starter pack and then get an elevator pass. If you make plans ahead of time and find out what items you want, it'll be a breeze. Nearly every F2P game is P2P or P2W. However, if you started during the steam era, you should have tier 3 access already, and if you don't, you weren't even trying. Prices were so good back then.

Sun, 04/29/2012 - 22:44
#6
Fehzor's picture
Fehzor
First of all, all being P2P

First of all, all being P2P means is that you support the developers and their decisions regarding the game enough to spend money on them, and that you don't have to grind as much if you want items.They don't entirely control the economy, just like I wouldn't entirely control the economy if I fought vanaduke 20 times a day (~220K cr counting tokens).

If it takes you an ordinary amount of time to complete levels (as opposed to being ridiculously slow or rushing past enemies/being ridiculously good), you should get a good 3 hours out of your mist each day if all you do is play and don't revive more than once or twice at the minimum cost. If you decide to play extra, that means that the most you could reasonably use up 200-300 ce each day, if all you did all day was play the game. In tier one, you lose crowns for this, in tier two, you gain crowns very slowly for this on select levels, and in tier three you gain crowns at about 2/5s your normal rate, or 3/5s your normal rate in FSC.

Lets say that the base rate per 100 mist per tier is as follows, and that the players are farming for CE via
T1: 3500 (estimate; 350 cr per level)
T2: 12.5K (first two levels of RJP; 2.5K per 2 levels)
T3: 22,000 cr (FSC w/ tokens; 11K per 5 levels)

Thus, total crowns per amount of energy (includes mist) played per tier @6.5K per 100 ce~
T1:
50: 1750
100: 3500
150: 2000
200: 500
250: -1000
300: -2500

T2:
50: 6250
100: 12500
150: 15500
200: 18500
250: 21500
300: 24000

T3:
50: 11000
100: 22000
150: 29750
200: 37500
250: 45250
300: 53000

The formula to come up with these is as follows:

[Crowns per energy used]*Energy used - [energy exchange rate*energy used-100]

Note that all numbers other than tier one numbers, which are an estimate as I don't farm in tier one for obvious reasons, come from players farming for crowns. Also note that if less than 100 energy is used, then that presumes that the energy not used was used to buy something to sell at exactly the energy rate; in reality it would be slightly lower here. For the numbers above, I presumed that the player did not use the rest of their mist at all, thus removing the addition of energy in this way. This also ignores all revives/additional fees/recharging mist during the time playing.

Now consider this- T1 players become T2 players become T3 players over time, if they get enough. Lets look at how much energy this takes...

2* gear is given for free with missions to pull the new players out of T1 faster, which is why we have missions (+1 devs), but-

4* gear that starts at 2* costs:
300+100 CE + 250 mist energy; the equiviilant of 2.5 days of mist and 26K crowns; 3 days of perfectly farming RJP
1000+4000+10000 crowns for recipes = 15K; about two days of farming to get, counting on the fact that some crowns will be used to attain materials etc.

Lets say that to competently get to tier 3 farming, the least we'll need is a minimum 2 pieces of armor, a shield, and 3 different weapons all at 4*. That's 6 items, which means that the soonest a tier two player can become a tier three player

All in all, that's:
1 month of farming royal jelly palace for crowns
15 days of crafting and not playing

And that's being incredibly minimalistic.

You're probably wondering why this is relevant- if what you say were to happen, people would want to farm it for energy to the point that it produced as much or more energy/crowns per go than doing "normal runs". Obviously, this would lower the amount of crowns per ce down quite a bit... but think about this- how much faster would we be "upgrading players to tier three" under such a system? And what would happen then? Think about how much this would all undervalue ce.

If CE is undervalued, then those players are less likely to buy ce during their month and a half of play; it'd do quite a number on sales of all kinds, and it'd mean that more content would have to require us to pay money for it.... keep in mind that said content would cost a lot more ce than it does now to get, as there would be a lot more ce out there to buy it with. Game breaking, to say the least.

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