Idea that might encourage more people play MCOC

_puy000__puy000_ Member Posts: 625 ★★
edited October 12 in General Discussion
What if instead of giving a certain type of reward like crystal or catalyst shards they rewarded units instead. This would be similar to what they do in act 8 and 9 where you can choose to pick up units from the path. Units are a universal form a currency which you can spend on anything and can therefore personalize your rewards. I feel like this would encourage more people to actually encourage people to play the new events Kabam releases. This would also mainly be for the new events not story. Maybe it’s just me, what do y’all think?

Comments

  • _puy000__puy000_ Member Posts: 625 ★★
    ahmynuts said:

    You provided the reason why they would never do that in your suggestion itself.

    Please elaborate
  • _puy000__puy000_ Member Posts: 625 ★★

    You don't choose to pick units from the path, though. Units are one of the rewards that you pick up on the paths during exploration.
    The incentive to play specific content is the rewards it offers. This is why many players skip some content and play other content. This is also why players spend units toward particular content, yet not toward others.
    You would also tank the value of units by flooding the market with them like that. Everything that costs units would increase in price, particularly on the two weekends a year where they are most valuable.

    There’s three paths you can take in act 8 and 9 and one of them has units on it. For a first time run through I pick the unit path in order to help me later on. Also the market wouldn’t be flooded with units. Only one path of however many there are in that side quest would have units and the units would be minimum, like 15 or so.
  • FurrymoosenFurrymoosen Member Posts: 4,318 ★★★★★
    edited October 12
    _puy000_ said:

    You don't choose to pick units from the path, though. Units are one of the rewards that you pick up on the paths during exploration.
    The incentive to play specific content is the rewards it offers. This is why many players skip some content and play other content. This is also why players spend units toward particular content, yet not toward others.
    You would also tank the value of units by flooding the market with them like that. Everything that costs units would increase in price, particularly on the two weekends a year where they are most valuable.

    There’s three paths you can take in act 8 and 9 and one of them has units on it. For a first time run through I pick the unit path in order to help me later on. Also the market wouldn’t be flooded with units. Only one path of however many there are in that side quest would have units and the units would be minimum, like 15 or so.
    You may be choosing to get the units first, but you aren't choosing to get the units in general. They are part of the reward structure.

    And you weren't that specific in your initial post, so it's fair to assume that you're talking about significant amount of units.

    And 15 units? You want to trade 7* shards for 15 units? Or are you talking just lower level rewards for 15 units? So you want to incentivize players to play content they don't need to play for a unit payout that doesn't really accomplish anything?
  • FurrymoosenFurrymoosen Member Posts: 4,318 ★★★★★
    I'm all for a reward boost in a few different areas of the game, but trading a reward type out for units isn't a reasonable solution. How would you value the replacement fairly to reward the right amount of units without flooding the market? How would you make those rewards you've replaced available elsewhere in the content to ensure players can still obtain them?
    Units are one of two infinitely farmable resources in the game, they don't need to start injecting them in place of other rewards. That will only create new problems.
  • _puy000__puy000_ Member Posts: 625 ★★
    @Furrymoosen
    That’s my bad, I should have been more specific. 15 over the course of a four week event would equal to 60 units. It would also be like a selector where you can choose the 15 units or the other reward they offer.
  • _puy000__puy000_ Member Posts: 625 ★★

    I'm all for a reward boost in a few different areas of the game, but trading a reward type out for units isn't a reasonable solution. How would you value the replacement fairly to reward the right amount of units without flooding the market? How would you make those rewards you've replaced available elsewhere in the content to ensure players can still obtain them?
    Units are one of two infinitely farmable resources in the game, they don't need to start injecting them in place of other rewards. That will only create new problems.

    Which is why it would be a selector and you can decide which you want more, units or a different reward. I personally don’t see a problem with this type of reward, what do you think?
  • _puy000__puy000_ Member Posts: 625 ★★
    I also think this would get rid of the frustration of grinding arenas for units to buy revives. Let’s say you want to complete crucibles, but you’re just a few units shy of a revive. You could then do a run of the side quest and choose units or let’s say for example 500 7* shards. For me in that situation I would choose the units instead of 7* shards, so I can complete crucibles and get better rewards.
  • PT_99PT_99 Member Posts: 4,720 ★★★★★
    Please stop, I don't want July-4 deals to cost 64K total to buy everything 😭
  • Giantwalrus56Giantwalrus56 Member Posts: 1,047 ★★★★
    _puy000_ said:

    I also think this would get rid of the frustration of grinding arenas for units to buy revives. Let’s say you want to complete crucibles, but you’re just a few units shy of a revive. You could then do a run of the side quest and choose units or let’s say for example 500 7* shards. For me in that situation I would choose the units instead of 7* shards, so I can complete crucibles and get better rewards.


    There are other ways to acquire units besides arena. 22 hr events. If you do even 6 out the 7 days, that's 150 a week. Can't remember exactly how many, but running the lowest 4 monthly EQs gives a fair chunk of units. 95% of which can be auto-fought, especially since energy refills are much easier found now
  • PikoluPikolu Member, Guardian Posts: 7,941 Guardian
    15 units instead of actual rewards??? That's like 5 minutes in arena every 3 days. Are you really saying that act 8 and 9 permanent path rewards should be equivalent to 5 minutes in another gamemode? You can grind over 1k units in arena weekly, we really don't need more units in other gamemodes.
  • BringPopcornBringPopcorn Member Posts: 5,581 ★★★★★
    Dude you can get from lvle 1 to lvl 40 and bank an insane ammount of units without spending a cent...
  • willrun4adonutwillrun4adonut Member Posts: 4,821 ★★★★★
    _puy000_ said:

    I also think this would get rid of the frustration of grinding arenas for units to buy revives. Let’s say you want to complete crucibles, but you’re just a few units shy of a revive. You could then do a run of the side quest and choose units or let’s say for example 500 7* shards. For me in that situation I would choose the units instead of 7* shards, so I can complete crucibles and get better rewards.

    If you're getting units for revives, especially crucible, then you're trading time for units (since you can easily get 20+14 and 20+14 for a total of 68 revives a month just by waiting). Also, with crucible, you can camp and still do other quests.

    They won't let you do something faster and free. It's a trade off.

  • DNA3000DNA3000 Member, Guardian Posts: 19,761 Guardian
    _puy000_ said:

    I also think this would get rid of the frustration of grinding arenas for units to buy revives. Let’s say you want to complete crucibles, but you’re just a few units shy of a revive. You could then do a run of the side quest and choose units or let’s say for example 500 7* shards. For me in that situation I would choose the units instead of 7* shards, so I can complete crucibles and get better rewards.

    There are units in content. Sometimes they even show up in side quests. You're asking for more. Everyone always asks for more. And the justification is always the same: on the one hand, what they are asking for is always so small no one should worry about any bad side effects, and yet it is also enough to have so much great positive effects.

    We get a bunch of units in the calendar for basically nothing. But that's not enough, is it? But the 60 units you're suggesting show up in side quests, that's going to be enough?

    Of course not. It'll be 60 today, and 120 tomorrow, and 240 a week after that. It will never be enough. There are players out there claiming that because Kabam sells more stuff now during big sale days, players deserve to get twice as many units as before.

    This is so ridiculous it barely admits reasonable ways to contradict it. But that's the sentiment. So while your suggestion might be well-intentioned, it is also more of the same stuff that gets tossed into the bin regularly.
  • FurrymoosenFurrymoosen Member Posts: 4,318 ★★★★★
    _puy000_ said:

    I also think this would get rid of the frustration of grinding arenas for units to buy revives. Let’s say you want to complete crucibles, but you’re just a few units shy of a revive. You could then do a run of the side quest and choose units or let’s say for example 500 7* shards. For me in that situation I would choose the units instead of 7* shards, so I can complete crucibles and get better rewards.

    So over time you'd trade a 7* crystal for 450 units because an undervalued reward is more important in the immediate?
    I'm not against choice rewards, but they have to be comparable value to make sense.
  • DerpyEagleDerpyEagle Member Posts: 611 ★★★
    PT_99 said:

    Please stop, I don't want July-4 deals to cost 64K total to buy everything 😭

    It already feels like 60k units for anything at least to broke me lul
  • _puy000__puy000_ Member Posts: 625 ★★
    15 units was just an initial thought. I’m not a game maker, so I can’t implement this, calm down. 15 isn’t final or anything and if Kabam makes this an actual idea they will adjust the number how they see fit.
  • _puy000__puy000_ Member Posts: 625 ★★
    It was just an idea that came to mind that I threw out there with no power to do anything about it. Just wanting to see what you guys thought about it. There will definitely need to be some tweaking to it though which is why it’s not final or anywhere close to being final.
  • _puy000__puy000_ Member Posts: 625 ★★
    For the sake of let’s just make units x instead of 15 and let Kabam input the correct trade in value. Now go back and re read the comments as x instead of 15 and does that change anything? Some rewards I don’t want/need in the side quest which is why I thought it might be a good idea to be able to trade them for units. I hope that makes sense and clarifies some things.
  • _puy000__puy000_ Member Posts: 625 ★★

    _puy000_ said:

    I also think this would get rid of the frustration of grinding arenas for units to buy revives. Let’s say you want to complete crucibles, but you’re just a few units shy of a revive. You could then do a run of the side quest and choose units or let’s say for example 500 7* shards. For me in that situation I would choose the units instead of 7* shards, so I can complete crucibles and get better rewards.

    So over time you'd trade a 7* crystal for 450 units because an undervalued reward is more important in the immediate?
    I'm not against choice rewards, but they have to be comparable value to make sense.
    I’m not saying you have to choice the units every time and the value would be more than 15. Kabam would decide that.
  • ahmynutsahmynuts Member Posts: 7,693 ★★★★★
    The reason they would never do this is because like you said, units can buy anything.
    Kabam doesn't want you to have anything for rewards. They want you to have specific things that they choose to give out from a specific reward budget they create.
  • _puy000__puy000_ Member Posts: 625 ★★
    ahmynuts said:

    The reason they would never do this is because like you said, units can buy anything.
    Kabam doesn't want you to have anything for rewards. They want you to have specific things that they choose to give out from a specific reward budget they create.

    I see what you mean, but wouldn’t more people want to play if they could pick out their own rewards? This way Kabam would make more money since more people are playing and people wouldn’t complain as much about rewards in the side quest.
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