First of all, I think the pricing feels good. Keeping it on the lower end makes sense if the goal is to encourage adoption. At ~$2, it’s an easy purchase decision for most players, and that part seems well-balanced.
My main concern is the strength of the multipliers.
Right now, leveling is our only real long-term progression system. With the proposed multipliers, progression may be accelerated too much, up to the point where a casual player could effectively “finish” progression within a few months.
That raises an important design question:
- Is the goal to level the playing field for newcomers?
- Or to let players progress quickly and then compete over small % prestige advantages?
- Or something else entirely?
Depending on the goal, the current numbers may overshoot.
Let’s run some rough numbers for a casual player:
- 25 games per week
- ~20,000 EXP per game (average)
- 7x boost multiplier
- 4 weeks per month
Resulting in 25 × 20,000 × 7 × 4 = 14,000,000 EXP per month
If we divide that by ~750,000 EXP (to reach level 60), that equals ~19 Illuvials leveled from 1–60 per month
Adjusting for Realistic Collection Use
If we:
- Exclude T0 Illuvials (which don’t gain much EXP and many players don’t own)
- Exclude Lynxes (not widely owned or played)
That leaves around 99 relevant Illuvials
Now consider that stage 1 Illuvials don’t gain much EXP and are less important since they don’t spend much time on board.
That brings us to 66 Stage 2 + Stage 3 Illuvials
Even ignoring the fact that:
- Stage 2 starts at level 20
- Stage 3 starts at level 40
A casual player could realistically max out their meaningful collection in about 3 months.
That’s $40 spent on EXP boosts to complete progression.
