There'll probably be 7* shards one day.What did we get for duping a 5* back when 6* champs weren't a thing?
I think at the moment duping a 6* should just get you more 6* shards. Just double the amount that you get from duping a 5* and call it a day. It’s nothing insane, and it’s better than literally getting nothing.
I think at the moment duping a 6* should just get you more 6* shards. Just double the amount that you get from duping a 5* and call it a day. It’s nothing insane, and it’s better than literally getting nothing. It depends on whether you're looking at the game from the single player perspective or the multiplayer perspective. From the single player perspective, any reward is better than no reward. But from the multiplayer perspective that's not true because the game is balanced around the average player. Rewards, progress, difficulty are all targeted at averages, either the average of all players or sometimes the average of a certain group of players at certain progress levels.If the calendar gave out a million 5* shards and hundreds of catalysts to everyone that wouldn't be better than nothing, because in this extreme example the free calendar rewards would completely swamp what you could possibly earn from gameplay or spending money. Making spending and grinding pointless would basically destroy the game. Even if money wasn't the issue, no one would play a game like that, because no reward in the game would matter.The flip side problem is what happens if you give out too much rewards at the top. If the more you grind or the more you play or the more you spend the more rewards you got in a completely unlimited fashion, eventually the advantage at the top would just keep compounding until it became insurmountable, and that would make the game too hostile to new and lower progression players. The advantages for gameplay and spending have to diminish over time, so other players don't feel like it is completely impossible to move up progressionally.6* champs are harder to get than 5* champs. They are also generally more costly to upgrade, and more difficult to increase signature level on. Kabam has even compressed the rank up advantages for 6* champs above rank 2. All of this is to make sure that the players that are building up 6* rosters have a much harder time, relatively speaking, than players building up 5* rosters. For high progression and high grind or spending players, it is worth doing, but their ability to go much higher than the players below them is limited. And one of the ways their progress is "soft capped" is that duplicating 6* champs doesn't generate 7* shards. It doesn't even generate 6* shards. They don't get accelerating advantages for building up a large 6* roster. The game holds them back until the game is ready to allow everyone access to the next tier up: until then the game uses a steeper treadmill for them than for everyone else. It is a kind of soft cap.I would love to get something for duping 6* champs. But if the game gave those rewards to me, it would also be giving those rewards in much larger amounts to the players far above me. And while I don't care if the players above me are in fact above me, it does matter in the long run if they skew the averages higher, and as a result force the game to target a stronger level of players. That indirectly makes the game harder for everyone in the long run, and that can actually negate the benefits of getting those rewards.TL;DR: If getting rewards for duping 6* champs makes the game harder overall due to the increase in rewards at the top, and that trickles down to most of the mid to high progression players, it can be worse to get those rewards than to get nothing in a massively multiplayer game.
I think at the moment duping a 6* should just get you more 6* shards. Just double the amount that you get from duping a 5* and call it a day. It’s nothing insane, and it’s better than literally getting nothing. It depends on whether you're looking at the game from the single player perspective or the multiplayer perspective. From the single player perspective, any reward is better than no reward. But from the multiplayer perspective that's not true because the game is balanced around the average player. Rewards, progress, difficulty are all targeted at averages, either the average of all players or sometimes the average of a certain group of players at certain progress levels.If the calendar gave out a million 5* shards and hundreds of catalysts to everyone that wouldn't be better than nothing, because in this extreme example the free calendar rewards would completely swamp what you could possibly earn from gameplay or spending money. Making spending and grinding pointless would basically destroy the game. Even if money wasn't the issue, no one would play a game like that, because no reward in the game would matter.The flip side problem is what happens if you give out too much rewards at the top. If the more you grind or the more you play or the more you spend the more rewards you got in a completely unlimited fashion, eventually the advantage at the top would just keep compounding until it became insurmountable, and that would make the game too hostile to new and lower progression players. The advantages for gameplay and spending have to diminish over time, so other players don't feel like it is completely impossible to move up progressionally.6* champs are harder to get than 5* champs. They are also generally more costly to upgrade, and more difficult to increase signature level on. Kabam has even compressed the rank up advantages for 6* champs above rank 2. All of this is to make sure that the players that are building up 6* rosters have a much harder time, relatively speaking, than players building up 5* rosters. For high progression and high grind or spending players, it is worth doing, but their ability to go much higher than the players below them is limited. And one of the ways their progress is "soft capped" is that duplicating 6* champs doesn't generate 7* shards. It doesn't even generate 6* shards. They don't get accelerating advantages for building up a large 6* roster. The game holds them back until the game is ready to allow everyone access to the next tier up: until then the game uses a steeper treadmill for them than for everyone else. It is a kind of soft cap.I would love to get something for duping 6* champs. But if the game gave those rewards to me, it would also be giving those rewards in much larger amounts to the players far above me. And while I don't care if the players above me are in fact above me, it does matter in the long run if they skew the averages higher, and as a result force the game to target a stronger level of players. That indirectly makes the game harder for everyone in the long run, and that can actually negate the benefits of getting those rewards.TL;DR: If getting rewards for duping 6* champs makes the game harder overall due to the increase in rewards at the top, and that trickles down to most of the mid to high progression players, it can be worse to get those rewards than to get nothing in a massively multiplayer game. I get what you're saying, but I don't think it's quite that relevant in this case, as the rewards in question are miniscule. It would take duping 37 6* champs to equal just one more 6* champ. Or if they offered say, a couple 5* sign stones when duping a 6*, it wouldn't influence the game in any substantial way.
I think at the moment duping a 6* should just get you more 6* shards. Just double the amount that you get from duping a 5* and call it a day. It’s nothing insane, and it’s better than literally getting nothing. It depends on whether you're looking at the game from the single player perspective or the multiplayer perspective. From the single player perspective, any reward is better than no reward. But from the multiplayer perspective that's not true because the game is balanced around the average player. Rewards, progress, difficulty are all targeted at averages, either the average of all players or sometimes the average of a certain group of players at certain progress levels.If the calendar gave out a million 5* shards and hundreds of catalysts to everyone that wouldn't be better than nothing, because in this extreme example the free calendar rewards would completely swamp what you could possibly earn from gameplay or spending money. Making spending and grinding pointless would basically destroy the game. Even if money wasn't the issue, no one would play a game like that, because no reward in the game would matter.The flip side problem is what happens if you give out too much rewards at the top. If the more you grind or the more you play or the more you spend the more rewards you got in a completely unlimited fashion, eventually the advantage at the top would just keep compounding until it became insurmountable, and that would make the game too hostile to new and lower progression players. The advantages for gameplay and spending have to diminish over time, so other players don't feel like it is completely impossible to move up progressionally.6* champs are harder to get than 5* champs. They are also generally more costly to upgrade, and more difficult to increase signature level on. Kabam has even compressed the rank up advantages for 6* champs above rank 2. All of this is to make sure that the players that are building up 6* rosters have a much harder time, relatively speaking, than players building up 5* rosters. For high progression and high grind or spending players, it is worth doing, but their ability to go much higher than the players below them is limited. And one of the ways their progress is "soft capped" is that duplicating 6* champs doesn't generate 7* shards. It doesn't even generate 6* shards. They don't get accelerating advantages for building up a large 6* roster. The game holds them back until the game is ready to allow everyone access to the next tier up: until then the game uses a steeper treadmill for them than for everyone else. It is a kind of soft cap.I would love to get something for duping 6* champs. But if the game gave those rewards to me, it would also be giving those rewards in much larger amounts to the players far above me. And while I don't care if the players above me are in fact above me, it does matter in the long run if they skew the averages higher, and as a result force the game to target a stronger level of players. That indirectly makes the game harder for everyone in the long run, and that can actually negate the benefits of getting those rewards.TL;DR: If getting rewards for duping 6* champs makes the game harder overall due to the increase in rewards at the top, and that trickles down to most of the mid to high progression players, it can be worse to get those rewards than to get nothing in a massively multiplayer game. I get what you're saying, but I don't think it's quite that relevant in this case, as the rewards in question are miniscule. It would take duping 37 6* champs to equal just one more 6* champ. Or if they offered say, a couple 5* sign stones when duping a 6*, it wouldn't influence the game in any substantial way. If it won't influence the game in any substantial way, how would you justify adding those rewards to the game? They are too low to be meaningful to players, so all you've done is add a bunch of rewards that will make no one happy, but encourage players to demand more.This assumes they are in fact miniscule. But I don't think you believe they are, because if you did you wouldn't really care if they existed.Also, just as with 5* champs, it takes 36 dups and change to get one more, but that accelerates over time. It only takes 18 dups and change to get one more 5* champ from dups, if those 5* champs are at max sig and you get max sig crystals. So over time the return on dups increases from one in 36 to one in 18 over time, and the more you get the faster you get more. Many of the highest roster progression players are already in this position now with 5* champs, and they could be making a lot of progress towards doing this with 6* champs if they had a way to increase their earning rate of 6* champs. Right now, there is no good way to use your roster of 6* champs to get more 6* champs beyond a certain rate. But duplication adds such a way. It may seem small, but it is positive feedback and positive feedback always grows faster than people intuitively expect.
When I duped my 6* deadpool x-force, I also got regrets and selfpity.
And I see your point about the rate increasing with max sig crystals, but not only is that assuming every 18 champs opened are not only all dupes, but are also at max sig, which is unlikely.