DWildstar wrote:DanTheTimid wrote:In the end it's another event that only rewards winners, and that's the main reason people aren't playing, cause they're not winning and Mirage Master is their only way to get new cards without winning (or spending money).
People aren't playing? Last I checked Folrart has been steadily gaining new players. When I check early in the morning the player numbers are actually around 50/50 between Crest and Folrart (changes later in the day obviously) I've seen you
discuss how Alteil rewards only people who win a lot before, but what do you believe the solution is? You want to reward people who are losing?
I gather from your previous posts that you think treasure battles should be more frequent for people who are losing, but where do you draw the line? I think it's a good system to reward people who are doing well, but if treasure battles are going to be fairly frequent for people on a losing streak what's to stop them from giving up every time they see it's not a treasure battle? Also I've seen it suggested that winners and losers win Gran for duels? The same thing could happen where people would get into a match, and just give up to get their bit of Gran then repeat.
Well you misunderstood me with that quote, my apologies for not being more clear. I didn't mean to imply no one is playing the game. But not everyone who has an account is playing alteil, many are just playing their one game a week and then mirage master once a day. Their active, yet not truly active, and the primary reason their not being active in alteil, only mirage master, is because the alteil game rewards winning and their not winning very often. It's not just a personal opinion of mine, many people have came out and said it both to me and on these forums.
And yes, yes I do believe people should be rewarded even if their losing. This game has TONS of rewards for winning, tons of them, adding some rewards just for playing or even really small ones for losing would not change the fact that its still more advantageous to win.
As you noted I've stated before I feel one such solution is to give a gran per game played to completion. The key in my plan was that I felt completion should be defined as say, at least 8(exact number is up for debate) turns before giving up, or until it ends with out some one giving up (the goal is to set a completion requirement that reduces a players ability to just purposely lose to gain gran). In this manner players are encouraged to actually play the game to get gran (even if their losing their still getting it) rather then rely on mirage master for their gran. Yet even if players do play until the completion requirement and then lose on purpose its not a huge influx of gran, you have to play 150 games just to earn a single pack (400 for a EX pack). Also as I've (and now other people in this thread) stated before if your truly worried about people purposely losing you can put a daily cap on gran that can be earned in this way too.
Another suggestion I have is that instead of breaking the rooms up by level, you break them up by RP, in this manner if a player reaches an RP bracket that is too much for them, they will lose their way back into the lower bracket and get to once again play opponents more on their level. Right now once you reach the 10+ room if things are too tough many people seem to feel their only option is to create a new account to get back to the arena they had at least some success in.
I also really like Teasels idea of having a consolation prize, 5 gran like he suggested, for losing treasure battles. That would make this mission WAY more enticing to the non top players/non 1-9 room players.
All that said, I'm only providing these suggestions cause you asked for them, I'm well aware they won't happen cause they didn't happen in the Japanese game. I don't think a mission like this is the answer to getting more people to play, but I don't think it will hurt either, I can only see it being a positive, and I'm happy to have such an event.
The bunnies of Lavato have special abilities, like 'Action Skill: Make Carrot Disappear.'