- Joined
- Jan 20, 2019
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Issue 1: Rift game mode was intended to be, at least at the time of 1.0, for end game players with a wide and varied collection. The rewards from rift (Rift coins, relic shards, and keys) provide resources for player progression. There is a bit of contradiction here because when you’ve reached the top for long enough the rewards no longer appeal to end game players other than the top3 title for a week.
Issue 2: Shiny variants are rare and luck base. For a game where collection is one of the core attractions for the player base, not only does 100% RNG for obtaining shiny make users s when seeing others get lucky, it also does not add any motivation factor from playing the game more.
Conclusion: End-game players or those who primarily focus on the collection aspect of the game need a different/new reason to keep playing.
Ideas
1. Restructure rift rewards so that diamond tier rewards focuses on cosmetic and fame aspects rather than resources for progression and character growth. I have 28,546 rift coins and 52 diamond keys just sitting there, and I know others like Keith has over 80k rift coins. When you’ve been in diamond and above for long enough those rewards are no longer useful. Rift rewards would be more meaningful if structured like the following:
Top3 will acquire, same amount of resources as diamond ranks, but in addition permanent flairs (by season) that they can show off in their profile or guild related functions. Maybe they give a small bonus to guild members for that week. They also get a good chunk of currency for making shiny variants (see below) that allows them to work on their shiny catalogue.
D1-2 can earn a decent chunk of shiny resources and the usual diamond rewards.
D3-4 can earn 2 diamond keys instead of 1, because these guys are still trying to grow their collection to have a more competitive edge to take on the top 50. They also earn a small amount of shiny resources.
G1-2 can earn 1 diamond key instead of 2 golds and the usual. No shiny resources given to gold and below because their priority is on growing their catalogue, not a shiny collection.
G3 and below can keep the current structure.
Better yet, let players choose between option A or B of end of week rift rewards so they can focus either on growing their collection strength or cosmetic+fame depending on their needs. Diamond keys or Shiny shards, but not both.
2. Make shiny variants more obtainable, not only through luck. A new currency similar to relic shards that allows players to slowly earn over time. This lets those of us with full or near-full catalogue players have a goal to set and achieve.
1000 of shiny shards + fodders lets you convert a normal to shiny. This also helps us have more uses with extra fodders. Maybe something like 5 Primed Parasoul + Shiny essence produces one shiny Primed. 5 random fodders of the same tier (bronze, silver, gold, diamond) + Shiny essence will produce a random shiny variant from that tier. Talk about another way to put the hundreds of gold fodders and dupe diamonds to use instead of creating yet another tier (platinum? Mystic?) to the game.
Edit: Missed the opportunity to say the shiny shards concept can be applied to have a resource that allows us to reset gold moves. Got a 3/3 move that mostly rolled into def instead or HP? Use it to reset to level 1. It’s insanely expensive but for end game players it’s all about min/max and some will sell an organ to get 200% atk.
TL DR - end game players don’t have clear long term goals and shiny variants are 100% RNG. Add a new resource in the game that provides players a new kind of goal to work towards as well as making shiny variants more obtainable. Reward system should provide options/choices so players can choose depending on their needs.
Issue 2: Shiny variants are rare and luck base. For a game where collection is one of the core attractions for the player base, not only does 100% RNG for obtaining shiny make users s when seeing others get lucky, it also does not add any motivation factor from playing the game more.
Conclusion: End-game players or those who primarily focus on the collection aspect of the game need a different/new reason to keep playing.
Ideas
1. Restructure rift rewards so that diamond tier rewards focuses on cosmetic and fame aspects rather than resources for progression and character growth. I have 28,546 rift coins and 52 diamond keys just sitting there, and I know others like Keith has over 80k rift coins. When you’ve been in diamond and above for long enough those rewards are no longer useful. Rift rewards would be more meaningful if structured like the following:
Top3 will acquire, same amount of resources as diamond ranks, but in addition permanent flairs (by season) that they can show off in their profile or guild related functions. Maybe they give a small bonus to guild members for that week. They also get a good chunk of currency for making shiny variants (see below) that allows them to work on their shiny catalogue.
D1-2 can earn a decent chunk of shiny resources and the usual diamond rewards.
D3-4 can earn 2 diamond keys instead of 1, because these guys are still trying to grow their collection to have a more competitive edge to take on the top 50. They also earn a small amount of shiny resources.
G1-2 can earn 1 diamond key instead of 2 golds and the usual. No shiny resources given to gold and below because their priority is on growing their catalogue, not a shiny collection.
G3 and below can keep the current structure.
Better yet, let players choose between option A or B of end of week rift rewards so they can focus either on growing their collection strength or cosmetic+fame depending on their needs. Diamond keys or Shiny shards, but not both.
2. Make shiny variants more obtainable, not only through luck. A new currency similar to relic shards that allows players to slowly earn over time. This lets those of us with full or near-full catalogue players have a goal to set and achieve.
1000 of shiny shards + fodders lets you convert a normal to shiny. This also helps us have more uses with extra fodders. Maybe something like 5 Primed Parasoul + Shiny essence produces one shiny Primed. 5 random fodders of the same tier (bronze, silver, gold, diamond) + Shiny essence will produce a random shiny variant from that tier. Talk about another way to put the hundreds of gold fodders and dupe diamonds to use instead of creating yet another tier (platinum? Mystic?) to the game.
Edit: Missed the opportunity to say the shiny shards concept can be applied to have a resource that allows us to reset gold moves. Got a 3/3 move that mostly rolled into def instead or HP? Use it to reset to level 1. It’s insanely expensive but for end game players it’s all about min/max and some will sell an organ to get 200% atk.
TL DR - end game players don’t have clear long term goals and shiny variants are 100% RNG. Add a new resource in the game that provides players a new kind of goal to work towards as well as making shiny variants more obtainable. Reward system should provide options/choices so players can choose depending on their needs.
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