An Idea for Battlechips
Rohtaga
Member Posts: 53 ★
I'm sure there will be people who disagree with me, but this thought popped into my head earlier, and I figured I'd post it.
What would people think about a total redesign of Battlechips from a crystal currency to a store one? Arena crystals, especially if you choose to open Thronebreaker ones, can be a source of major frustration if you have a run of bad luck, and if you open the regular ones, they can be quite tedious to open if you've saved Battlechips for a while. Arena is a game mode that, while not difficult, can get very boring, and feels like a chore at times. It's often described as a "necessary evil." I feel that there would be more motivation to participate if the unit return was more static, as opposed to RNG based. That said, a couple things would need to be considered. Unit rewards would need to be balanced and Punisher being awarded would need to be addressed. Here's how I would handle those points:
1. Balancing unit rewards: Bear with me while I go through a little math. Let's take the 2k BC Arena Crystal as an example. This crystal has a 15% chance to award units, in a quantity of either 15 or 45. Others may feel differently, but based on my observations, I feel that once you "roll" to get units, the chance of 15 or 45 is 50/50. IF we accept that as true, then on average, if you get units, you get 30. This makes the expected value of units per 2k Battlechips .15 * 30 = 4.5, giving us an expected 45 unit return for 20,000 Battlechips. However, I don't think it should be as simple as a store where you swap 20k BCs for 45 units, because, frankly, that's boring. Therefore, I believe a system that awards units every time X number of Battlechips are spent is probably the best way to handle sustained unit gain. The issue is, I don't (and nobody should) expect Kabam to let us buy other stuff with Battlechips and still gain units at the same rate. So here's my proposal. A store with lots of fun stuff, with availability and pricing based on current game progression, and a tracker that rewards units after each 50k BCs are spent. Under current drop rate expected value, based on the assumptions above, 50k BCs would award 112.5 units (pro-player move to round this up to 115?). This needs to be split up between units you buy and units you receive for spending Battlechips, and I think the skew needs to be heavier towards "buy" than "receive." I'd recommend giving players the ability to purchase 15 units for 10k Battlechips (this pricing should be static, and NOT dependent on progression), and give 40 each time 50k have been spent. That way, if players want nothing but units, they can get the "same" unit rewards, but they can still receive a steady and reasonable unit flow if they want to purchase other items useful for their account.
2. Punisher. He's a trophy champ. And I get the fact that he shouldn't be easy to get. But at the same time, it's fun to know the chance of getting him is there. That brings us to another point though. If you want any chance of getting the six star Punisher, you have to open Thronebreaker crystals, and seeing that 90k gold pop out 12 times in a row is painful. I feel that my solution is fairly elegant and balanced. Each time you get the 50k BC reward, you get a crystal token. You use these tokens to buy Collector crystals, which have the 2 star versions of champs not in the PHC pool, 1 stars, and chances at the various star levels of Punisher. You can gate the 5 star rarity behind UC, and the 6 star rarity behind Thronebreaker. Because of the inherent 50k BC cost of each crystal, you'd probably want to improve the droprates somewhat, especially for the lower rarities, but I feel that this would add a fun "collection" motivation to arena, while still preserving Punisher's rarity.
Anyway, those are my thoughts on redesigning Battlechips. What do people think?
What would people think about a total redesign of Battlechips from a crystal currency to a store one? Arena crystals, especially if you choose to open Thronebreaker ones, can be a source of major frustration if you have a run of bad luck, and if you open the regular ones, they can be quite tedious to open if you've saved Battlechips for a while. Arena is a game mode that, while not difficult, can get very boring, and feels like a chore at times. It's often described as a "necessary evil." I feel that there would be more motivation to participate if the unit return was more static, as opposed to RNG based. That said, a couple things would need to be considered. Unit rewards would need to be balanced and Punisher being awarded would need to be addressed. Here's how I would handle those points:
1. Balancing unit rewards: Bear with me while I go through a little math. Let's take the 2k BC Arena Crystal as an example. This crystal has a 15% chance to award units, in a quantity of either 15 or 45. Others may feel differently, but based on my observations, I feel that once you "roll" to get units, the chance of 15 or 45 is 50/50. IF we accept that as true, then on average, if you get units, you get 30. This makes the expected value of units per 2k Battlechips .15 * 30 = 4.5, giving us an expected 45 unit return for 20,000 Battlechips. However, I don't think it should be as simple as a store where you swap 20k BCs for 45 units, because, frankly, that's boring. Therefore, I believe a system that awards units every time X number of Battlechips are spent is probably the best way to handle sustained unit gain. The issue is, I don't (and nobody should) expect Kabam to let us buy other stuff with Battlechips and still gain units at the same rate. So here's my proposal. A store with lots of fun stuff, with availability and pricing based on current game progression, and a tracker that rewards units after each 50k BCs are spent. Under current drop rate expected value, based on the assumptions above, 50k BCs would award 112.5 units (pro-player move to round this up to 115?). This needs to be split up between units you buy and units you receive for spending Battlechips, and I think the skew needs to be heavier towards "buy" than "receive." I'd recommend giving players the ability to purchase 15 units for 10k Battlechips (this pricing should be static, and NOT dependent on progression), and give 40 each time 50k have been spent. That way, if players want nothing but units, they can get the "same" unit rewards, but they can still receive a steady and reasonable unit flow if they want to purchase other items useful for their account.
2. Punisher. He's a trophy champ. And I get the fact that he shouldn't be easy to get. But at the same time, it's fun to know the chance of getting him is there. That brings us to another point though. If you want any chance of getting the six star Punisher, you have to open Thronebreaker crystals, and seeing that 90k gold pop out 12 times in a row is painful. I feel that my solution is fairly elegant and balanced. Each time you get the 50k BC reward, you get a crystal token. You use these tokens to buy Collector crystals, which have the 2 star versions of champs not in the PHC pool, 1 stars, and chances at the various star levels of Punisher. You can gate the 5 star rarity behind UC, and the 6 star rarity behind Thronebreaker. Because of the inherent 50k BC cost of each crystal, you'd probably want to improve the droprates somewhat, especially for the lower rarities, but I feel that this would add a fun "collection" motivation to arena, while still preserving Punisher's rarity.
Anyway, those are my thoughts on redesigning Battlechips. What do people think?
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