Why is gold even a currency? Getting catalysts seems enough I don’t expect anyone to agree with me on that but I honestly think gold just shouldn’t exist
Why is gold even a currency? Getting catalysts seems enough I don’t expect anyone to agree with me on that but I honestly think gold just shouldn’t exist
Gold makes sense for either ranking or leveling but having to use it for both is a bit annoying I'll agree.
Why is gold even a currency? Getting catalysts seems enough I don’t expect anyone to agree with me on that but I honestly think gold just shouldn’t exist
Gold makes sense for either ranking or leveling but having to use it for both is a bit annoying I'll agree.
Agreed. I'd rather have gold for leveling and then ranking be just based on catalysts
Why is gold even a currency? Getting catalysts seems enough I don’t expect anyone to agree with me on that but I honestly think gold just shouldn’t exist
Honestly, I have to agree there.
Maybe for actually purchasing items, but using Gold AND ISO-8 to level champs seems kind of... overkill?
Why is gold even a currency? Getting catalysts seems enough
The short answer, which you're probably not going to like, is that having multiple pursuit currencies/items is actually better for the players in the long run. If you try to balance game economies with too few things to chase, the progress hurdles you have to place on that one thing become much harsher. However, this requires a lot of foundation to discuss properly.
Here's an oversimplification that touches on the principle, but is too simple to really capture what's going one. If you have a race to see who can collect one thing, between two players whichever one is faster at getting that one thing always wins. The other guy always loses. But if you have a race to see who can collect two different things, one could be better at one thing while the other could be better at the other things. Each excels at half the race, then has to struggle through the thing they are not as good at. The overall race can be engineered to be far less wildly skewed towards one of the two players. That extra complexity allows both players to think they are sometimes winning and sometimes losing.
We can't make a game that is completely fair to everyone in terms of resources and progress, because everyone plays the game differently. But we can make the game have multiple avenues to progress and make most people think they are sometimes better off and sometimes struggling, so everyone sees everyone else sometimes winning and sometimes struggling. And even though some people still end up on top, it seems much less preordained because of what they do.
Outside of the top tier players and whales, and outside of the most casual players, most players find themselves collecting a lot of champions but without the resources to rank them all up, or with lots of rank up resources and not enough champions to rank up, or with overflowing catalysts because they don't have enough gold to use them, or whatever. The more stuff we have to chase, the more opportunities to have more different kinds of players doing well here but not so good there, and that tends to be healthier for the game as a whole.
Of course, having 2.7 quintillion gold might change that equation somewhat.
It doesn’t giv u the gold u just go in to your overflow. Tap a bit one pots and tap sel close the sel tap sel again. And it should go op
To clarify, there seems to be a bug where if you try to sell stuff from the stash and cancel the sell, if you then try again the amount will be shown doubled. This repeats indefinitely until the numbers overflow the representation counter and the numbers stop displaying altogether (although weirdly the odometer seems to underflow and come back occasionally if you are persistent). At no time does the game actually give you any of this gold: it is a purely visual bug.
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I don’t expect anyone to agree with me on that but I honestly think gold just shouldn’t exist
Sell 3 more items and the game might crash.
I know this might be a bug, but how does THIS work?
Maybe for actually purchasing items, but using Gold AND ISO-8 to level champs seems kind of... overkill?
Here's an oversimplification that touches on the principle, but is too simple to really capture what's going one. If you have a race to see who can collect one thing, between two players whichever one is faster at getting that one thing always wins. The other guy always loses. But if you have a race to see who can collect two different things, one could be better at one thing while the other could be better at the other things. Each excels at half the race, then has to struggle through the thing they are not as good at. The overall race can be engineered to be far less wildly skewed towards one of the two players. That extra complexity allows both players to think they are sometimes winning and sometimes losing.
We can't make a game that is completely fair to everyone in terms of resources and progress, because everyone plays the game differently. But we can make the game have multiple avenues to progress and make most people think they are sometimes better off and sometimes struggling, so everyone sees everyone else sometimes winning and sometimes struggling. And even though some people still end up on top, it seems much less preordained because of what they do.
Outside of the top tier players and whales, and outside of the most casual players, most players find themselves collecting a lot of champions but without the resources to rank them all up, or with lots of rank up resources and not enough champions to rank up, or with overflowing catalysts because they don't have enough gold to use them, or whatever. The more stuff we have to chase, the more opportunities to have more different kinds of players doing well here but not so good there, and that tends to be healthier for the game as a whole.
Of course, having 2.7 quintillion gold might change that equation somewhat.
If you try to push the visual bug any farther than that, it just stops displaying numbers.
it does: