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New Economy

The New Economy

For community review.

The goal of Mythgard’s new economy is to be as generous as possible to players without having so much “slack” that entirely free-to-play super-players easily accrue enough coin that not only do they have complete collections (acceptable), but also enough such that they can immediately and consistently purchase the entire set of cards for new expansions the day they’re released (not acceptable).

A fair number of players have reacted negatively to daily coin limits (and we agree with them in part) so the new economy will seek to avoid restricting players in that fashion. At the same time, we want to level the playing field a bit between super-players and more casual players, so there will be various mechanisms to front-load rewards towards the first couple hours of play per day and even take into account players who are unable to play every day (primarily in the form of the weekly chest).

Additionally, we want to avoid a situation where PvE is the ideal way to earn coin, while not completely shortchanging players who primarily want to play PvE. Almost all of the numbers presented below have been adjusted in the players favor (from what they were in the old economy). A few have not, primarily because our assumptions about game length prior to the FFA differed from reality. For example, our metrics are showing that PvP games take significantly longer to play than PvE games than we first anticipated.  

Base Assumptions

Packs are priced at 1200 coin (the free currency) or 150 mythril (the paid currency).

  • Each pack contains 3 common, 2 uncommon, and 1 rare with an approximately 1 in 10 chance of upgrade to mythic (approximately because we implement a bad luck bias to protect against long droughts). Note: this is a slightly lower chance to get a mythic than in the old economy. Unlike many other CCGs, you only need one of each mythic for “completion”.
  • Guaranteed non-duplicate mythics. This is new and should benefit the player tremendously. With this feature, it becomes optimal to craft the mythics you want immediately.
  • Players can unmake extra cards to make cards of their choice. The crafting ratio of 4:1 will remain the same in the new economy. (edit: based on further review and economy simulation, we decided to change the crafting ratio to 5:1)

Starting collection

  • 20 cards of each faction (all of common or uncommon rarity, total of 120 cards once all 6 factions are released)

Tutorial & Beginner Missions

  • 5 cards of each faction (1 rare per faction, total of 30 cards)
  • 4800 coin (4 packs)

Achievements

  • ~13 achievements with 3 stars each, total 24,000 coin (20 packs)

Daily Missions

  • Average 700 coin, once per day (126,000 coin or 105 packs over 6 months)

Daily Cards

  • The first three wins of the day in any mode will give a random card. This can be a card of any rarity, with overall odds remaining the same vis-a-vis the old economy.

Weekly Chest

Average 2400 coin, once per week (62,400 coin or 52 packs over 6 months). Collect 5 seals to open:

  • 33% chance to get a seal with 1-on-1 PvP wins (including arena)
  • 50% chance to get a seal with 2v2 PvP win
  • 10% chance to get a seal with a 1-on-1 PvE win (not including gauntlet)
  • Up to 100% chance to get a seal in gauntlet depending on record

Match Rewards

  • Removed grind cap. In the old economy, the grind cap was 1000 coin.
  • Players get a bonus pool of 400 coin per day that pays out at a higher rate (see below)
  • Players get an additional bonus pool of 400 coin per day that applies only to PvP game modes (see below). Bonuses are preferentially drawn from this pool.
  • Casual / Ranked / Arena Win vs. Human: 40 (+80 bonus). If your first 10 games per day are all PvP wins, you should receive 120 coin for each.
  • Casual / Ranked / Arena Loss vs. Human: 15 (+35 bonus).
  • Casual / Ranked Win vs. Bot: 20 (+40 bonus).
  • Casual AI-only / Gauntlet Win: 10 (+40 bonus).
  • 2v2 Win: 60 (+120 bonus).
  • 2v2 Loss: 30 (+60 bonus).
  • Payouts may be adjusted depending on the length of the match.
  • Random chance to get an unowned Path or Power with wins (at similar rates to the chance to get seals)

Gauntlet (PvE draft)

Entry fee: 0 coin

Rewards are held in escrow until run is complete.

Arena (PvP draft)

Entry fee: 1,800 coin or 225 mythril

Rewards are given out for individual match wins at the same rate as casual PvP

An additional reward is given at the end (rewards are listed in equivalent value, but in practice may be in the form of card packs, essence, etc.):

  • 1 win: 100 coin value
  • 2 wins: 250 coin value
  • 3 wins: 500 coin value
  • 4 wins: 1,200 coin value
  • 5 wins: 1,950 coin value
  • 6 wins: 2,200 coin value
  • 7 wins: 2,500 coin value
  • 8 wins: 3,000 coin value
  • 9 wins: 4,800 coin value

The thing to keep in mind when assigning arena rewards is to have arena be roughly equal in efficiency as ranked. We don’t have a particular desire to steer players one way or the other, preferring them to play the modes that they enjoy the most.

Ranked

Seasons will be roughly two months in duration

End-of-season rewards include cosmetic items (card backs, portrait flair, etc) as well as coin value based on ranking (TBD)

Promotions & Events

Additional packs and other rewards will be given out via promotions, tournaments, and events

Premium Cards

AKA Foils. We'll add premium cards at some point, though the exact timeline is TBD, as are the rarities and crafting costs. They'll probably take the form of full-art cards.

Starter Pack

4.99 USD

  • 800 Mythril
  • 5 Card Packs
  • 1 Exclusive portrait (not available in alpha) + 3 random portraits
  • 1 Unowned path or power
  • Limited-time offer

Mythril

  • 4.99 USD = 550 Mythril
  • 9.99 USD = 1,200 Mythril (100 extra mythril vs two 4.99 packs)
  • 19.99 USD = 2,500 Mythril (100 extra mythril vs two 9.99 packs)
  • 49.99 USD = 6,500 Mythril (250 extra mythril vs 2½ 19.99 packs)
  • 99.99 USD = 14,000 Mythril (1,000 extra mythril vs two 49.99 packs)

  • rhinophu

    Posted 5 years, 8 months ago (Source)

    All this sounds generally good. I am sure there are some nitpicks and specific details that might concern some people, but the overall direction makes sense.

    One specific suggestion/criticism is that a number of the things highlighted here are not transparent/obvious to the player.

    As a Game Designer, my inclination is to always surface things in a way that makes it clear to the player what the result will be - in particular when it comes to things that are not always there (for example, getting a card for first 3 wins).

    So some specific suggestions/thoughts:

    1. Card Packs

    approximately because we implement a bad luck bias to protect against long droughts

    So this is something that many games do in some way, and makes sense. Humans tend to have a hard time understanding statistical probabilities and it's good design to stave off frustration due to luck.

    In this specific case, I'd recommend surfacing this behavior to the player in a transparent manner. There are several ways of doing this, but I personally tend to like the type where you get a meter that fills for each pack that does not have a Mythic - when the bar is full, your next pack is guaranteed to have the Mythic. This makes it clear to the player that there is a mechanicism at work. The benefit for the developers is that this means the player appreciates the mechanicism since it is known and is thus more likely to be engage in purchasing behavior since they are protected from bad luck.

    At the same time, when the bar becomes full and the Mythic is imminent, it is also a point where the player is more likely to pull out their wallet to open that pack, or play longer until they have enough Coins to purchase it (both of which are good things!).

    1. Match Rewards

    Players get an additional bonus pool of 400 coin per day tat applies only to PvP game modes (see below). Bonuses are preferentially drawn from this pool.

    So coin rewards in of themselves tend to be fairly opaque. Players enter a gme right now usually with little understanding (or care) about what the reward will be.

    The bonus implementation here appears to be intended to create a baseline of rewards for players who play some expected amount with progression beyond the bonuses being slower. This makes sense as a way to mitigate the effects of hardcore grinding and allow you to remove the cap.

    I would suggest that the bonuses be given out via the Quest system instead in the form of Quests that are always available and reset each day on their own. For example, Play 10 Games for 400 Gold. The idea here is to surface the reward to the player in a transparent way so that they are aware that it exists and engage with it directly. This has the benefit of incentivizing play in a way that a more opaque system may not.

    Similarly with the Daily Cards reward. I'd consider implementing it as a Quest system where completing 3 Wins gives you the 3 cards. This makes it clear to a player if he/she has earned this bonus for that day or not. I'd also consider making this complete 5 games (win or lose), since so many rewards are already favoring winners.

    EDIT: You could, of course, also "simply" add UI that surfaces these mechanics without changing anything :D

    1. Weekly Chest

    I am personally not a fan of the Weekly Chest implementation, especially with the Seal rates.

    Instead, I would suggest a reward track system where Seals earned translates to progress and thresholds achieved on the track gives incrementally better rewards.

    Seals earned would depend primarily on Game Mode (e.g. 5 for 1v1 Win, 3 for Arena Win, etc.)

    ~

    None of this is gamebreaking, obviously, so it's more suggestions and in some cases largely about presentation and less about intent.

    Anyway, keep up the good work!

    Thanks a bunch for your well thought-out response! There's a lot to like in there so we'll definitely keep it in mind as we go. You may not see much change initially (especially with regards to the various suggestions that require more time to implement), but that doesn't mean we won't keep it all in mind as we continue to iterate on the rewards system.

  • rhinophu

    Posted 5 years, 8 months ago (Source)

    All this sounds generally good. I am sure there are some nitpicks and specific details that might concern some people, but the overall direction makes sense.

    One specific suggestion/criticism is that a number of the things highlighted here are not transparent/obvious to the player.

    As a Game Designer, my inclination is to always surface things in a way that makes it clear to the player what the result will be - in particular when it comes to things that are not always there (for example, getting a card for first 3 wins).

    So some specific suggestions/thoughts:

    1. Card Packs

    approximately because we implement a bad luck bias to protect against long droughts

    So this is something that many games do in some way, and makes sense. Humans tend to have a hard time understanding statistical probabilities and it's good design to stave off frustration due to luck.

    In this specific case, I'd recommend surfacing this behavior to the player in a transparent manner. There are several ways of doing this, but I personally tend to like the type where you get a meter that fills for each pack that does not have a Mythic - when the bar is full, your next pack is guaranteed to have the Mythic. This makes it clear to the player that there is a mechanicism at work. The benefit for the developers is that this means the player appreciates the mechanicism since it is known and is thus more likely to be engage in purchasing behavior since they are protected from bad luck.

    At the same time, when the bar becomes full and the Mythic is imminent, it is also a point where the player is more likely to pull out their wallet to open that pack, or play longer until they have enough Coins to purchase it (both of which are good things!).

    1. Match Rewards

    Players get an additional bonus pool of 400 coin per day tat applies only to PvP game modes (see below). Bonuses are preferentially drawn from this pool.

    So coin rewards in of themselves tend to be fairly opaque. Players enter a gme right now usually with little understanding (or care) about what the reward will be.

    The bonus implementation here appears to be intended to create a baseline of rewards for players who play some expected amount with progression beyond the bonuses being slower. This makes sense as a way to mitigate the effects of hardcore grinding and allow you to remove the cap.

    I would suggest that the bonuses be given out via the Quest system instead in the form of Quests that are always available and reset each day on their own. For example, Play 10 Games for 400 Gold. The idea here is to surface the reward to the player in a transparent way so that they are aware that it exists and engage with it directly. This has the benefit of incentivizing play in a way that a more opaque system may not.

    Similarly with the Daily Cards reward. I'd consider implementing it as a Quest system where completing 3 Wins gives you the 3 cards. This makes it clear to a player if he/she has earned this bonus for that day or not. I'd also consider making this complete 5 games (win or lose), since so many rewards are already favoring winners.

    EDIT: You could, of course, also "simply" add UI that surfaces these mechanics without changing anything :D

    1. Weekly Chest

    I am personally not a fan of the Weekly Chest implementation, especially with the Seal rates.

    Instead, I would suggest a reward track system where Seals earned translates to progress and thresholds achieved on the track gives incrementally better rewards.

    Seals earned would depend primarily on Game Mode (e.g. 5 for 1v1 Win, 3 for Arena Win, etc.)

    ~

    None of this is gamebreaking, obviously, so it's more suggestions and in some cases largely about presentation and less about intent.

    Anyway, keep up the good work!

    Thanks a bunch for your well thought-out response! There's a lot to like in there so we'll definitely keep it in mind as we go. You may not see much change initially (especially with regards to the various suggestions that require more time to implement), but that doesn't mean we won't keep it all in mind as we continue to iterate on the rewards system.




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