Reworked Monster Cards [Patch 10.4.1.1000]

  • I didn't use a single perfect 100% stone, ever. What RNG is in these stones? aren't they perfect 100% already?


    RNG in random stones is literally the main problem of the whole system, you should be focusing on these, not in perfect ones.

    They have no RNG, they increase 100% by a fixed number. But the higher the stardom on the card, the higher that number will be when using 100% stones.
    Better cards - easier and faster to make the highest numerical values, both at random stones and at 100%

    Good thx!. Still, those nombers should be public and transparent. Last patch we had many "good" improvements and at the end they were a scam when we did the math. Please, made them public so we can see that system is really improving and there aren't back doors to fool the people.


    In general it looks promising, thank you.

  • You combine like a horse uphill, choose simpler solutions that will not require so many combinations and so much work.


    There are many much better solutions to this thread than the ones you propose, promising again a patch "everyone will like", and then the reality will be different.


    #STOP_RNG

  • Will the cost be lower in total than the current system? The current one is still very expensive even after the tweaks.

    In all of our past, current, and future changes, we try to make it not just cheap, but meaningful and fun. If players increase the stardom of the cards, then they will have a more enjoyable and easier process of improving the cards, as far as increasing the numerical values of the attributes.


    But please remember, RNG in any sense of the word remains as RNG. Some are lucky and some are not, but we will try to make it more accessible to most players.

    I doubt that this will be fun for players. Especially for new players it is more frustating/confusing imho.

    The best solution is always the simplest solution for the customer. It does not mean that this must be simple for developers.


    Example. Driving a vehicle with much power and complexity like a car, is just simple for customers. You have 3 pedals and a steering wheel to drive. The next evolution was only 2 pedals.

    Now they are working on autonomous driving.


    That means, a customer who is paying, want it simple, not complex/frustating or depending on luck. Paying and luck dependend always feels like scam. Like a casino.


    There is a rule for software development which should take care for customers too. KISS = keep it simple and stupid



    greetings

  • I don't like the idea with stars. You are really combining a lot of changes and the effect is the same. Still no one likes it. Make it so that a card once dropped can be used in 3 decks and, above all, reduce the price (the cost of making a card is the biggest problem of this system). Instead of giving new entertainment to players who try to maximize everything, it only causes frustration and reluctance to play. It should probably be the other way around :)

    I can spend diamonds on upgrading cards, but in a decent amount

  • I don't like the idea with stars. You are really combining a lot of changes and the effect is the same. Still no one likes it. Make it so that a card once dropped can be used in 3 decks and, above all, reduce the price (the cost of making a card is the biggest problem of this system). Instead of giving new entertainment to players who try to maximize everything, it only causes frustration and reluctance to play. It should probably be the other way around :)

    I can spend diamonds on upgrading cards, but in a decent amount

    I dont have a problem with spending diamonds in card upgrade. but... the main problem is.... RNG if your PAY for something. if it is free (only ingame currency) I understand it, but give us the ability to pay for it to maximize the card without randomness luck casino effects. Nobody wants to go in a shop, paying 20$ and get a random amount goods

  • I don't like the idea with stars. You are really combining a lot of changes and the effect is the same. Still no one likes it. Make it so that a card once dropped can be used in 3 decks and, above all, reduce the price (the cost of making a card is the biggest problem of this system). Instead of giving new entertainment to players who try to maximize everything, it only causes frustration and reluctance to play. It should probably be the other way around :)

    I can spend diamonds on upgrading cards, but in a decent amount

    I dont have a problem with spending diamonds in card upgrade. but... the main problem is.... RNG if your PAY for something. if it is free (only ingame currency) I understand it, but give us the ability to pay for it to maximize the card without randomness luck casino effects. Nobody wants to go in a shop, paying 20$ and get a random amount goods

    I 100% agree there. Stuff for diamonds should be guaranteed or cheap enough to make sense. That being said: The fixed rate from gold to diamonds practically converts gold into a paid resource too.

    There should be a stone for a pretty big price tag that just maximizes stats on cards, honestly. 75-100 per card would suffice.

  • Hi again!

    I really like the new card system, but I think there are some flaws in the pricing of the stones. Layered RNG is one thing, but what annoys me the most atm is the relation between the stones Chance, Persistence and Shell; purely economically speaking, the best way of getting your cards ready is to reroll with Determination, add the stats with Chance, then reroll with shell until you have a majority good rolls and finish off with Persistance.

    For this sequence, on average one needs approx. 3-4 Determinations on average to hit a single wanted stat, which will then be followed up by three Chances. One would then roll for at least one high roll with Shells, which takes about 3-4 again - followed by, about 4-6 Persistances per remaining stat the player wants to roll.


    From then on we can extrapolate Persistances are too expensive for what utility they offer, as they carry the same price tag as other card stones. Their price should be lowered in accordance to their utility.

    Precisely: Persistances offer about 3x less useability than other stones, which leads me to the proposition of increasing the buyable amount of them to thrice what they currently are while cutting the price by three.

  • Hello and a happy new year!

    I have a slight issue with some of the event cards, which are supposed to be generally reworked/new cards.


    When event cards drop, there is a chance that the cards dropping will be old cards. I suspect this is is an issue with zone alignment, as some of these cards can theoretically drop in multiple zones.


    This is an issue, as it blocks the player from getting the new cards, as the slots are blocked off by the ancient cards.



    My client is in german, but you can see that one card is an ancient card, one is a general card - both dropped in this current event.


    This should be fixed asap or the ancient cards should be transformed into generl cards.


    Thank you and have a blessed day,

    Midan

  • In addition:

    The auction house can only search for 2.500 items at once; filters do not help this. The filters just filter the 2.500 loaded.


    I would kindly ask you to add some categories to the auction house to automatically sort for general, universal, physical, magical and defensive cards, please. It would make searching for cards so much easier.


    Have a blessed day,

    Midan

  • This actually sounds like a very nice idea.

    I dont know if it actually would be possible to add an option for magic parfume to only loot monster cards which would increase the quality of life farming monster cards alot.


    If you use the addon Lootomatic, you can set it yourself in the itemfilter for example: "Card - *" and set Looting on "Loot"


    Enjoy :):thumbup:

  • It looks amazing!

    I really really like the astetics.


    The planned changes to make it suitable for multiclass players are so good as well. This shapes up to be really good content.


    Ty so much for working on it and for listening to so much feedback!