greghorvath wrote...
1st and 2nd paragraphs seconded.VII Revenant wrote...
Prioritize rare items above character cards if and only if a character card will be drawn and the character in question is level 20 and has full customization options unlocked.
Release a more expensive pack that has a higher chance for ultra-rares but still does not guarantee an ultra-rare unlock.
Implement a system that allows players to choose when to deploy a character card; the card is held and can be reviewed until deployment, giving the player an idea as to how much experience and what customization options may be unlocked. This allows players to stockpile character cards for promotion, making it easier to obtain a high level character and hopefully stemming character card issues to an extend. The major complaint seems to be that players continue obtaining cards that have no use to them as their characters are fully customizable and leveled. This would give players a greater degree of control and make those cards more useful for those that promote.
The idea in 3rd is a nice one, but its a bit like placebo, I think. It would be an improvement (like the GDP increase in China: going up is no surprise when you start from low enough...), but it would not solve anything in the wrong run. If people have hundreds of unused character cards, people are still going to feel they are ripped off (just compare to the launch situation when respec cards were not capped).
I personally do not care about customization that much and I can level up classes pretty fast. My NEED for character cards ever is very close to non existent.
Yeah. I just wanted to throw an alternative out there to the first suggestion. It's not the best idea, but it would alleviate the issue in part for some players.





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