Genuinely curious as to why there is a purchase limit in some of the stores?
JackTheSnack
Member Posts: 720 ★★★
Genuinely curious as to why there is a weekly limit on 6 star shards, etc., especially in small amounts for paragon and valiant players. This especially doesn’t make sense right after the realm event where I have 130k battlegrounds tokens stacked up. I’m only able to open 3 6 stars a week per the battlegrounds store. It’ll take me 10 weeks to open all lol
On a positive note, even though I didn’t pull Kate, Galan, Arch, or Kingpin (four I’ve been searching out for years) I got all new champs I didn’t have.
On a positive note, even though I didn’t pull Kate, Galan, Arch, or Kingpin (four I’ve been searching out for years) I got all new champs I didn’t have.
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Not complaining, too much is always good but a refuced 7* shard fee will really help. It also doesnt help that i only fo 6* featured and this featured pool is horrible
I completely agree. As paragon you can get a 6 star basic for under 5k BG tokens. That 6 star can lead almost just as many 7 star shards as you can buy in the store. The math definitely isn’t mathing there. At the current state I’d much rather buy 6 star shards, get new champs and dupes and sigs and 7 star shards all for slightly more. But only being able to buy 3 at a time and then having to wait a week with a new season approaching isn’t good.
Wym you can sell it? For gold? For BGs Tokens?
To answer the title, it’s what happened to the loyalty store, it was an uncapped resource and people had tens of millions so they had to put absurd timers on the 7* and the price of the t6b and t3a is nonsense.
Glory store just had t4a frags added, easy peasy. BG store will be simple when they come to update it. Might be worth spending some time pulling and ranking 5/6* relics in the meantime for a little boost to your roster. Those little percentage increments on the relics make a difference in battlegrounds imo.
Shards only when I'm 1k or something away
The value proposition is: how much value can we give you for the currency you're spending. Most of the time this is what ultimately encourages people to spend or not spend. More value will encourage more people to purchase.
The economic impact guardrails are necessary because the game economy is typically balanced around a wide but not infinite range around the average player. For every resource there is an average amount the average player has to spend. Some players have more, some have less. Around that range it is possible to balance the game economy. But then there is the one percent of players with ten times more, and the 0.1% of players with a hundred times more, and the 0.001% of players with a thousand times more. You can't really balance the game around those people.
The higher the value proposition, the greater the impact on the economy if you let people buy more of them, so these two things act in opposition. The better the value, the less of it you can let people buy. In extreme cases, you might make the proposition value really great, but then limit players to only one or a couple of them.
Why a specific item might have an apparently ludicrously low limit is probably based on a number of factors: what the value proposition is for that item relative to the desired game economy balance, what's going on elsewhere in the game (often players will judge a single store purchase while the game economy designers always look at every purchase in terms of all of them combined), and the fact that store updates take significant time and resources to adjust to the overall game economy so they are often way better than they should be on the day they are changed, and decay over time until they become somewhat worse than intended towards the end of the update cycle.
But surely the devs can just look at those and realize they are too low and just tweak them in a couple minutes, right?
No, they can't. The moment a game economy designer decides to start down that dark path, forever will it dominate their destiny.