We Need More Gold Outside of Arena - Ideas and Solutions!
becauseicant
Member Posts: 414 ★★★
I'm sure some people are pleased that Arena's will cost a bit less gold and give a bit of gold sooner than they did before but this change doesn't help the growing portion of the player base that is incredibly bored of that game mode but still plays multiple hours per day doing all the other content. Grinding arena for gold makes sense, those players get more champions and the additional gold needed to level them, but it can't be the only method of obtaining what is, in my opinion, a very basic resource that shouldn't be acting as such a gate to progression as it currently is.
I'm not suggesting we do away with gold being a limited resource entirely - since managing more resources can add value to a player's rank up choices - just that we need to up the gains across the board so that we can break this stagnation of a player's roster where they can go a month (or two, or three) not being able to level up their shiny new 5 and 6 star champions. Leveling up and then playing with new and different champions is one of the main draws of this game which, right now, is being hindered dramatically by gold rewards that haven't changed in a year (!) or more.
Now I know Kabam is worried about the game's economy and flooding it with too much gold so any changes have to contain the key element of being non-farmable. This is important as it allows them to control exactly how much additional gold a player has access too while ensuring that players cannot farm or grind the increased gold payouts which would devalue gold significantly.
Possible Solutions and Ideas
1) Add a large stack of gold to each months event quest which would be split between completion and exploration.
- For example if you wanted to give players 1 million extra gold each month then Heroic could give 50k/150k (complete/explore), Master could give 100k/200k, and Uncollected could give 150k/350k.
- This would give most players a reliable and non-farmable source of gold each month. Can easily be scaled up as the game advances to higher star level champions and higher difficulties of content.
2) A new gold solo event that would run daily or weekly. No ranked rewards.
- A good way to reward players for doing somewhat simple things in the game with a decent amount of gold. Some examples of the tasks could be Win 25/50/75 Fights, Use 20/30/40 different champions, or Deal 100k/200k/300k damage. Things you can work toward in almost any game mode.
3) Remove the gold cost for AQ Maps 4 and 5, Reduce the gold cost for Map 6.
- This wouldn't help players who do Map 3 or less, so not a total solution. Map 6 must retain a cost so that alliances are not forced to play it every day. Battlechip costs can almost be considered the same as gold costs and could also be removed/reduced.
4) Increase the AQ exploration gold payout.
- Simple change, adding more gold to a consistent game mode of that can't be farmed.
5) Run a weekly gold realm quest which only pays out gold on completion and exploration.
- Not a preferable solution for many as it adds yet another thing a player must do on an already packed schedule that would also take energy and most likely be ran using auto fight.
6) Adding large sums of gold directly to the login calendar.
- Has the problem of not discriminating between a players level of progression which could lead to giving newer accounts too much gold.
7) Large gold payout for clearing Labyrinth of Legends additional times after it has been fully explored.
- This would give very end game players a way to convert their skill, roster, and overflow items into gold. To balance the gold gain versus the difficulty of different paths and fights each fight could give a different chest based upon the difficulty of that fight. You would only receive the accumulated chests upon clearing the map. To prevent farming there could be a limit put in place for this "Labyrinth Gold Run" perhaps something like 2 times a month max.
That's what I could come up with in an hour or so of thinking about it. If you have any other ideas please remember to keep the key element in mind and keep it positive. The goal is to find and propose solutions that Kabam could realistically implement into the game!
I'm not suggesting we do away with gold being a limited resource entirely - since managing more resources can add value to a player's rank up choices - just that we need to up the gains across the board so that we can break this stagnation of a player's roster where they can go a month (or two, or three) not being able to level up their shiny new 5 and 6 star champions. Leveling up and then playing with new and different champions is one of the main draws of this game which, right now, is being hindered dramatically by gold rewards that haven't changed in a year (!) or more.
Now I know Kabam is worried about the game's economy and flooding it with too much gold so any changes have to contain the key element of being non-farmable. This is important as it allows them to control exactly how much additional gold a player has access too while ensuring that players cannot farm or grind the increased gold payouts which would devalue gold significantly.
Possible Solutions and Ideas
1) Add a large stack of gold to each months event quest which would be split between completion and exploration.
- For example if you wanted to give players 1 million extra gold each month then Heroic could give 50k/150k (complete/explore), Master could give 100k/200k, and Uncollected could give 150k/350k.
- This would give most players a reliable and non-farmable source of gold each month. Can easily be scaled up as the game advances to higher star level champions and higher difficulties of content.
2) A new gold solo event that would run daily or weekly. No ranked rewards.
- A good way to reward players for doing somewhat simple things in the game with a decent amount of gold. Some examples of the tasks could be Win 25/50/75 Fights, Use 20/30/40 different champions, or Deal 100k/200k/300k damage. Things you can work toward in almost any game mode.
3) Remove the gold cost for AQ Maps 4 and 5, Reduce the gold cost for Map 6.
- This wouldn't help players who do Map 3 or less, so not a total solution. Map 6 must retain a cost so that alliances are not forced to play it every day. Battlechip costs can almost be considered the same as gold costs and could also be removed/reduced.
4) Increase the AQ exploration gold payout.
- Simple change, adding more gold to a consistent game mode of that can't be farmed.
5) Run a weekly gold realm quest which only pays out gold on completion and exploration.
- Not a preferable solution for many as it adds yet another thing a player must do on an already packed schedule that would also take energy and most likely be ran using auto fight.
6) Adding large sums of gold directly to the login calendar.
- Has the problem of not discriminating between a players level of progression which could lead to giving newer accounts too much gold.
7) Large gold payout for clearing Labyrinth of Legends additional times after it has been fully explored.
- This would give very end game players a way to convert their skill, roster, and overflow items into gold. To balance the gold gain versus the difficulty of different paths and fights each fight could give a different chest based upon the difficulty of that fight. You would only receive the accumulated chests upon clearing the map. To prevent farming there could be a limit put in place for this "Labyrinth Gold Run" perhaps something like 2 times a month max.
That's what I could come up with in an hour or so of thinking about it. If you have any other ideas please remember to keep the key element in mind and keep it positive. The goal is to find and propose solutions that Kabam could realistically implement into the game!
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Comments
This isn't the case, in fact it's exactly the opposite. You have players (like me) who do ALL of the content, hours and hours of playing, and still end up with very little gold. The problem is that there is almost no gold present in any of the content. All of my suggestions above (other than the calendar, which isn't a great option anyway) give the player gold for playing the game, which is how it should function right?
That's the whole point. People are spending it faster than they are making it. It's never enough when you don't pace what you put out. It's insatiable.
I don't actually track what I do, but it seems kinda inconsistent
Are you running map 5 in AQ? if not then you might be gaining some gold from map 3 since there is no map cost. Also 600k gold might seem like a lot but that's only enough to rank a single 4 star champ to 5/50 using only class specific ISO. The cost jumps to over 800k with grey ISO. Once you start gaining and leveling up 5 star heroes the amount of gold required goes up to 1.5 million or higher depending on ISO used.