Greetings,
Now I'm confused. Could you explain?
First point: Random stones will have same chance in a [5-15] card than in a [10-150].
Second point: smaller the difference, greater probability. How? [5-15] is smaller than [10-150]. Or you mean once we have a value? For example.
[5-15] -- We use a stone and get a number 9. From here is easier to get closer to 15 than if we start from a number 7?
Can we get some info/math (as you gave with stars) on this? Or if I'm wrong, explain how this would work.
I didn't say that [5-15] has the same chance [10-150]. I said they have a relatively equal chance. Numeric values [5-15] have a higher chance than [10-150], but this difference is not critical.
In the current formula that exists in the game, the difference is enormous. In the same formula, the difference will not be so significant.
Moreover, the odds always change, because it works in conjunction with the bonuses of the stars, when the stars just reduce this very difference between [min-max], thereby increasing the chance of success.
I like this. If you could give a little detail about the "fewer quest conditions". I guess you mean less mobs killed and cards destroyed needed? A table with the proportions would be nice. Something like 50 green 5 stars cost X and so on.
This system will be multilevel. From 1 to 10. Each new level will offer more favorable and easier conditions to make the next card faster.
The examples are for reference only. The exact information will be available on the day of the patch.
For example:
1) If a player makes 10 green cards of the 5th level, he will get the 1st level. This 1st level will reduce by 5% all quest conditions (killing and disenchanting) for the next green cards.
2) If a player makes 500 green cards of the 5th level he will get the 10th level. This 10th level will reduce by 50% all quest conditions (killing and disenchanting) for the next green cards.
But, as long as the player goes up to level 10, each level will simplify the conditions for quests more and more, which in turn will make this path faster.
I also want to note that it is not necessary to personally make each card up to 5 stars in order to get this advantage. You can just buy from another player. What matters is the number of them in the Monster Compendium, not how they were made.
The feature is free, it will not require extra button presses or require any player's attention. All progress can be monitored in a special tab called "Statistics", which is currently blocked.
Careful with this. If this way is cheaper than using stones (once you reach 5 stars) the whole random stones system will collapse and be useless. Green cards cost 600 diamonds and using stones (even with your new numbers) we would spend something not so far from there.
We understand your concern and will definitely try to provide for all these nuances.
I think you should really reconsider the diamonds/gold prices in private shop. You did the "server" shop to spend a lot of materials and no diamonds and private shop to pay gold, diamonds and less materials. Players who want to pay diamonds already have their fast button on each card. Stones should cost only materials and not gold/diamonds since this is the "free path" way.
Unfortunately, we cannot consider selling stones only for currency. For these purposes, there is a "server" store, but there is also a mandatory factor like the presence of gold. As I said earlier, gold prices will definitely be reduced at least 2 times and we will continue to analyze this whole situation.
Also, the pricing issue can be partially changed when we develop the "Improvement" tab, where all operations to improve cards will take place there.
But there will be any changes with prices or not, I can not guarantee.