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Balancing Crown Payouts vs. Energy

2 replies [Last post]
Wed, 11/02/2011 - 17:52
Antistone's picture
Antistone

Currently, knights at tier 2 can earn a lot more crowns per energy spent than those at tier 1 when adventuring in the clockworks. That means that when the crystal energy price drifts high (meaning ~5k or more), tier 1 players can no longer make a profit by adventuring on crystal energy. That's not merely an issue of "you need to pay money if you want to keep playing", it's an issue of "even after paying money, you are better off selling the crystal energy you bought than using it to actually play the game". It actively discourages players from buying or spending crystal energy, right when they're new and impressionable. This is bad.

Conversely, knights at tier 3 can earn pretty much exactly the same crowns as knights in tier 2. The materials are better, but that makes little difference to overall income, especially if you're in a group (some 5* mats are worth thousands, but the party collectively seems to average only one or two from the entire tier, that's really small percentage-wise). This makes players feel like they're not progressing even while they craft super-expensive gear, and it even encourages five-star players to hang out in tier 2, where the income's just as good, but it's easier to find groups and the risks are lower. This is also bad.

So here's how I think it ought to work:

  1. Crowns earned per energy spent are pretty much the same everywhere in the clockworks
  2. But in the more challenging parts of the clockworks, you can convert your energy into crowns faster

One simple way to do this would be to multiply the drops and the elevator fees by the same amount (double the entry fee, double the rewards), but some of it could also come from clever level design, giving hard monsters strong attacks but low hp, etc. But the basic point is: don't mess with the exchange rate, but DO mess with player income.

This way, low-level players don't get locked out of actually playing by an unfavorable exchange rate; they can buy crystal energy on the exchange and make a profit, just like anyone else. But the higher-level players who are taking on more difficult challenges are still rewarded, because they make more money for each hour that they play. The players who CAN beat tier 3 are still encouraged to do so, but the players who can only beat tier 1 still make progress the whole time they play.

As an interesting side effect, your daily mist allotment translates into more hours at low levels than at high ones. This means the new, impressionable players who just want to try the game out and are scared of the whole "crystal energy" concept get to play longer for free, but as they grow up you gradually wean them off of mist and get them to do more and more of their adventuring on CE (assuming they want to play an equal or longer time). Sounds like a bonus to me.

I don't know how you could balance energy gates on this principle. I guess you'd just have to leave them as something that's only opened by people who don't use up their mist or who are desperate for rare box drops, like they are now.

Wed, 11/02/2011 - 18:02
#1
Khamsin's picture
Khamsin
A jelly run makes like 8k

A jelly run makes like 8k crowns. An FSC run makes... 15k? Subtract out the cost of CE... and FSC is wayyyy more profitable. I do agree that tier 1 needs to be more on par with T2 though.

Wed, 11/02/2011 - 18:56
#2
Antistone's picture
Antistone
If you compare a normal

If you compare a normal (non-boss-stratum) level in tier 3 to a comparable level 10 floors up in tier 2, they give approximately the same amount of crowns. Clockwork passage, wolver den, arena, etc.

The amount of money you make from bosses themselves is highly dependent on the player market for boss items (and the energy market, for unbind costs), and the amount you make from the entire tier is highly dependent upon what regular levels come before the boss levels, but 15k is way too high for FSC unless you're selling the Almirian Seals, and even then it's probably optimistic. Plus, tier 3 is longer than tier 2, which means more energy spent AND longer play time, so looking at the totals for the tier is comparing apples and oranges.

The first two levels of FSC and the only two levels of RJP (not counting boss fight) give roughly the same payouts, and the best levels of either are roughly on par with arenas. The main advantage of FSC is honestly just that there's simply more levels of it. If you only count actual crowns (not mats or boss tokens), an FSC stratum (not the entire tier, just stratum 6) gives around 7k, and an RJP stratum that happens to start with an arena gives around 5k (and is 1 level shorter).

Plus, I bet you can make more money on average by reselling Basil recipes from tier 2 than from tier 3, and with less required capital. The profit margins on auctioning a 5* recipe are barely higher than auctioning a 3* recipe, and tier 2 Basil carries a lot more 3* recipes than tier 3 Basil carries 5*.

Before I had tier 3 access, I remember noticing an awful lot of 5* players grouping with me in tier 2, and when I asked them they generally said they made equal or more money running tier 2.

And yes, the variance in payouts between different levels at the same depth is also an issue that I think should be addressed. Currently, it's not even unusual to have two levels at the same depth in the same gate where one is wildly profitable and the other is a net loss. But I've commented on that before (apparently to no avail), so I'm discussing a different issue in this thread.

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