What I don't understand is why we don't offer Illuvials as a reward structure instead or aside of ILV.
I know that the assets aren't allowed to be inflatonary, but I think the game would be massively successfull if we would offer Illuvials as rewards for people who buy a battle pass.
- Battle pass should be around 10$
- Illuvials rewards would be offered for daily task (diminish return per hours played per day)
- Lower ranks would only offer t1-t2 Illuvial boxes - up to higher ranks with t5 Illuvials as a reward
- usually it takes month to convert a f2p/low paying player into a player who is willing to pay more. Illuvium is completely terrible regarding the psychology collection games usually use.
- To reduce the impact of bots/exploits/multi accs regarding daily/weekly quests it would be wise to lock Illuvials for 7 days if they just were used in a game.
- Bots shouldn't be a problem since people need to pay for a battle pass, higher level/tier/stage Illuvials are still rare, game is complicated enough that players would be in most cases be better than bots.
- This would provide a real sense of progress and people could have the illusion that they can grind their way up to players who paid for decks
- If done right people have the impression to grind their way up, but never can really compete with people who use the pay to fast concept
- community would grow without the mmo vertical slice since the game is already good but doesn't provide a good progress sense for new players
- I assume most people would argue that they fear that assets could get inflatonary, which is not completely wrong, but it is not necessary to keep the hard separation between f2p (t0) and p2w (t1-t5).
- It is absolutely enough to have increasingly higher rarity between the stages without the hard wall between t0/t1.
Honestly I don't understand why this wasn't already done in the first place, because this concept is vastly proofen in other games and would attract a lot of people.