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Economic Model for future ANBs

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  • #16
    After giving more thoughts to the interim fix that can restore the spirit of fair play/competition to ANB, and incorporating Nhat suggestion of returning to the "New Beginning" root of the event, I have some adjustments to the original suggestions.

    1) Change Random Set box rewards to Ephemeral Set box. ESB works like Lbox such that the player has the agency in choosing the stats and the set item (no weapon, cape, tome or non set item though). They will be legendary quality (4 stats) but will automatically roll at 85% of max stat for every stat (including Armor). So for a 90 stat, you will get 76.5, 60% CD becomes 51%, etc

    Basically you will always get useful set item but with low stats that they can be improved upon by higher trial drops where RNG can't be gamed AFAIK. This preserves some RNG in the ANB and inject an element of luck which is always fun in a competition.

    Where LBox (2) and CBox (2) are rewarded, instead Ephemeral LBox, ELBox, and Ephemeral CBox, ECBox are given out instead. ELBox, like ESB, makes items that automatically roll at 95% of max stat, and ECBox automatically roll at 99% of max stat + 90 Vit. They are just better version of ESB.

    The reward schedule has 4 RSB, combined with 2 LBox and 2 CBox. Unless one is the red headed stepdaughter of RNGuses, that's enough to complete any set a player might desire. Using Ephemeral equivalent, you have certainty and still leave room for improvement through trial drops.

    This also means that the small/medium/large treasury boxes should be shop ticket rewards. Basically here is what I envision, small chest gives you 6 tickets to purchase gold purchasable items from the equipment shop. Medium chest gives you 4 tickets for gold purchase and 2 tickets for gem purchase. Large chest gives you 6 tickets for gem purchasable items.

    Yes, get rid of all chests in ANB events is the goal here.



    2) Crafting: Remove the ability to craft legendary quality Set/unique for event character. Remove salvaging perk for event character. This removes the ability to craft endgame quality equipment. But leaves intact the ability to craft final missing set piece items and MS/XP items for early leveling.

    3) When a player enters a trial, if there is no corresponding official exit (meaning either the player using the in game control to abandon the trial, or exit through the victory/home portal), a 3min time penalty is assessed to the event timer. This change will not penalize players for on-entry death (elite mob swarming the entry for example) nor conscientious map shopping (as long as one uses the abandon trial or home portal to exit the trial normally, thus accepting the actual event time cost to assess the map).

    4) Gempack results should just be mailed to the player when opened. If the shop ticket idea is too much trouble, then chest content should also be mailed to the player when opened.

    5) I said it on a previous post and I think Nhat brought this up as well, Medal effects should be disabled on event characters. We all should have the same starting point right for a competition.

    I think the above 5 suggestions should address most of the concerns we have with the current ANB situation. I'm pretty sick and tired browsing through rows after rows of near perfect rolls at the top of the LB.
    Last edited by Arionthe; 03-21-2019, 08:11 PM. Reason: clarifications
    GAQO KITO REZO 1934

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    • #17
      In any thriving Freemium game, one needs both the whales and the plebs. The plebs vastly outnumber the whales but both are necessary in a sustainable community. The economics of a freemium game comes primarily from the whales. This fact has borne out over and over from many different freemium games across the spectrum. However the whales would not participate unless there is a huge thriving plebs. In effect the plebs serve as the scenery for the whales to feel good about themselves via the ingame advantages/recognitions their spending brought them. The trick here is to make sure those advantages are small enough as not to turn off the plebs in mass numbers. What good is a new suite of armor if no plebs are around to admire. This balancing act is probably the most critical element to a thriving freemium game. Btw plebs are also advantaged by the whales in that they get to enjoy an improving game experience that's only possible by the monetary contributions of the whales.

      So the plebs and whales are in a symbiotic relationship in a healthy freemium game community. Part of the reason I don't begrudge some element of P2W. We want the developers to do well financially so they can continue create more content for the rest of us to enjoy.

      The plebs and whales are two classes of players that populate any successful freemium game. The equation however changes...

      When a third class is introduced: the exploiters.

      The exploiters (btw can be either plebs or whales) enters a game community and their impacts are insidious. If the class is small and the knowledge of them is well hidden from the general gaming population (cynically I think this is also part of the reason why discussing exploits is such a taboo in ANY gaming community), it can actually INCREASE the economics the developers enjoy from their game. This is done by creating a false standard that is seemingly the product of great skill and/or greater spending. When the placid whales see challenges coming from this new class, their natural reaction would be to increase their spend as a way to match/retake their former position. This competition, like any good war, doesn't goto waste. While the exploiters make negligible monetary contribution to the developers (afterall the whole point of exploiting is getting the advantage without spending), the increase spend by the whales are real. But such a situation is inherently unstable due to the fact that the money it takes to overtake an exploiter is beyond any realm of reasonableness. I'm reminded of this fact by a recent post of badazz34 who indicated that he/she has spent over $300 per event while trying to PtW while failing to place in the top 10/25. Eventually the whales give up as increased spend doesn't result in the expected return. Ultimately as the whales are driven out by the exploiters, the economics fall drastically for the developers. This money being choked off sounds the death knell to the developers. We the plebs lose out simply as the game fades away.

      This process can be greatly hasten by the wide dissemination/knowledge of the existence of the exploiters. It is this reason that I understand why the subject is so hush/hush. This isn't the developers trying to sweep things under the carpet. This is the developers trying to protect their livelihood.

      A firm anti-cheating and anti-exploiting policy is actually very much in the interest of the developers.

      So as we wait for the unveiling of the ANB Gold final LB, I hope the developers can keep the above in mind. Exploiters destroy games by driving away whales. I estimate for a true whale to compete with an exploiter will mean spending over 10's thousands per league. This is simply not realistic. Now that we know, there is no going back now. For the game's sake, for the whales' sake, and for us the pleb's sake, I hope the developers will do the right thing. In the long run, it is the only option for a sustainable game community.
      GAQO KITO REZO 1934

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      • #18
        Originally posted by Arionthe View Post
        In any thriving Freemium game, one needs both the whales and the plebs. The plebs vastly outnumber the whales but both are necessary in a sustainable community. The economics of a freemium game comes primarily from the whales. This fact has borne out over and over from many different freemium games across the spectrum. However the whales would not participate unless there is a huge thriving plebs. In effect the plebs serve as the scenery for the whales to feel good about themselves via the ingame advantages/recognitions their spending brought them. The trick here is to make sure those advantages are small enough as not to turn off the plebs in mass numbers. What good is a new suite of armor if no plebs are around to admire. This balancing act is probably the most critical element to a thriving freemium game. Btw plebs are also advantaged by the whales in that they get to enjoy an improving game experience that's only possible by the monetary contributions of the whales.

        So the plebs and whales are in a symbiotic relationship in a healthy freemium game community. Part of the reason I don't begrudge some element of P2W. We want the developers to do well financially so they can continue create more content for the rest of us to enjoy.

        The plebs and whales are two classes of players that populate any successful freemium game. The equation however changes...

        When a third class is introduced: the exploiters.

        The exploiters (btw can be either plebs or whales) enters a game community and their impacts are insidious. If the class is small and the knowledge of them is well hidden from the general gaming population (cynically I think this is also part of the reason why discussing exploits is such a taboo in ANY gaming community), it can actually INCREASE the economics the developers enjoy from their game. This is done by creating a false standard that is seemingly the product of great skill and/or greater spending. When the placid whales see challenges coming from this new class, their natural reaction would be to increase their spend as a way to match/retake their former position. This competition, like any good war, doesn't goto waste. While the exploiters make negligible monetary contribution to the developers (afterall the whole point of exploiting is getting the advantage without spending), the increase spend by the whales are real. But such a situation is inherently unstable due to the fact that the money it takes to overtake an exploiter is beyond any realm of reasonableness. I'm reminded of this fact by a recent post of badazz34 who indicated that he/she has spent over $300 per event while trying to PtW while failing to place in the top 10/25. Eventually the whales give up as increased spend doesn't result in the expected return. Ultimately as the whales are driven out by the exploiters, the economics fall drastically for the developers. This money being choked off sounds the death knell to the developers. We the plebs lose out simply as the game fades away.

        This process can be greatly hasten by the wide dissemination/knowledge of the existence of the exploiters. It is this reason that I understand why the subject is so hush/hush. This isn't the developers trying to sweep things under the carpet. This is the developers trying to protect their livelihood.

        A firm anti-cheating and anti-exploiting policy is actually very much in the interest of the developers.

        So as we wait for the unveiling of the ANB Gold final LB, I hope the developers can keep the above in mind. Exploiters destroy games by driving away whales. I estimate for a true whale to compete with an exploiter will mean spending over 10's thousands per league. This is simply not realistic. Now that we know, there is no going back now. For the game's sake, for the whales' sake, and for us the pleb's sake, I hope the developers will do the right thing. In the long run, it is the only option for a sustainable game community.
        Well spoken brother

        Comment


        • #19
          I don't understand half of what's said and why there is a need to do such adjustments.

          As is, I don't see any reason to change anything except Nhat 's view on enabling Crafting Max lvl (and all recipe mastery) and removing medals for the event hero.

          As I understand, the changes was aimed to control something that shouldn't have happened (again I'm clueless). If that is the case, above will not guarantee anything.

          Arionthe 's point on freemium game is true to every word and a way to eliminate the possibilty of exploiting a game is key to its survival.

          So in short, the suggestion is fine but what will it resolve really? Without unfair play, the current ANB design is acceptable as is.

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          • #20
            Originally posted by Altheo 42 View Post
            I don't understand half of what's said and why there is a need to do such adjustments.

            As is, I don't see any reason to change anything except Nhat 's view on enabling Crafting Max lvl (and all recipe mastery) and removing medals for the event hero.

            As I understand, the changes was aimed to control something that shouldn't have happened (again I'm clueless). If that is the case, above will not guarantee anything.

            Arionthe 's point on freemium game is true to every word and a way to eliminate the possibilty of exploiting a game is key to its survival.

            So in short, the suggestion is fine but what will it resolve really? Without unfair play, the current ANB design is acceptable as is.
            Cutting it short: top players (as far as we know, Koreans) in all three LBs abused exploits during the event and botted out of it for gem farming.

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            • #21
              Originally posted by Arionthe View Post
              In any thriving Freemium game, one needs both the whales and the plebs.....
              No one could have said it better
              +1

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