#This is just my humble opinion, and I wish you all the best with the launch!

1 messages · Page 1 of 1 (latest)

safe storm
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Hello, my English is not advanced, so I’m using a translator to write this.

First, congratulations on the game—it’s amazing, and I hope it has a long lifespan. Here are my observations:

Translation: Some errors exist in the Brazilian Portuguese version. The layout for abilities also needs improvement to better organize information.
Camera: An option to disable camera movement in battles would be great, as it can cause nausea during long sessions.
SSR Monsters: Avoid making SSR mobs too easy to obtain, as it shortens the game’s longevity. One initial SSR is fine, but frequent rewards like “1 SSR every 50–100 summons” harm balance. Reducing summoning module availability would help maintain engagement.
Monetization: Keep purchases fair to balance free-to-play and pay-to-win players without extreme advantages for either group.
Matrix Info: Display status changes before and after adding matrices on the same screen for better clarity.
Thank you, and best of luck with the launch!

celest raft
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'keep the balance between f2p and p2w' and 'make SSR harder to get' makes no sense together 😭

Agreed with the matrix part tho

safe storm
grizzled osprey
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Yes, reduce the ssr pull rate and kill the game day 0, amazing. We will have 10% of the free summons we had on beta, so ppl wont have so many ssr unless they whale.

celest raft
# safe storm That's why I gave my opinion, to emphasize that the issue deserves to be discuss...

Okay.. then lets talk about what you said regarding SSR being 'easy' to obtain.

You pointed that the pity system makes it 'too easy'. Have you ever played summoners war? There is no pity system in there. You get 5* monster at ~200 summons, but i've went up to a THOUSAND summons without getting one. This will ONLY f*ck up f2p players, as whales will whale and pour as many $ as needed until they pull something.

Now imagine you saved like ~6 months of your hard earned f2p resources, a banner comes with a dream character of yours. But you have low resorces and / or there is no pity. You use everything you have and get nothing. How is this going to make the game better, by any chance?

Im having a hard time grasping why getting more characters would be bad for the game; whales will try to get all characters, and some will dump a load of money to dupe them up to max.

In a strategic turn based game, having more units is KEY in RTA drafting; if you dont have a counter to what your enemy picked, you lost the game BEFORE it even started.

And to be fair, i agree with everything else you said xD its just this part that we have to be careful to not turn the game into a cashgrab and inevitably lead it to a bad experience

safe storm
# celest raft Okay.. then lets talk about what you said regarding SSR being 'easy' to obtain. ...

I'm a SW player, I'm free to play and I'm g3. Maybe the translation of what I'm trying to say isn't very clear, I'm very sad that I don't know English, but I'll try again. Let's take SW for example since you mentioned it.

I've had the account for 8 years, it's a long time, and I've been a g3 for at least 5, the issue of having monsters is indeed very valid when drafting, but what really matters are the runes. Yes, in some cases I've spent months chasing specific monsters, but with the exception of LDs with the stone rotation you can acquire all of them, including those in the meta, and that doesn't mean they're given every 50 or 100 summons.

I understand and I am very aware that playing against whales is very difficult for us, but I also know several of them who cannot reach judge 3, which is a position much lower than G3, with a huge difference in rune levels.

But to summarize, my initial idea is to generate discussion, to look for a SOLUTION. We, especially us players, already know that the problem exists, there is no point in complaining, but rather looking for new ideas.

celest raft
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Heyy, nice to know we comin from the same junkyard lol f*ck c2us. And relax ur english is fine.

But yeah, i get ur point.. 'runes and artis' x 'gears and parts' are a direct equivalent. Heck, one might even say that pets are way more game changing with those OP skills.

I think that the debate on ppl having too much SSR's might be futile FOR NOW at least. Because we still dont know the 'monthly outcome' on summons. While we get a gazillion scrolls on SW, i feel like we wont be gettin that many here, u know? So maybe debating on pets and gears balance (so every RTA match last less the 20 minutes as it is now) might be more effective and we dont have another 'vio proc' incident

safe storm
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Balancing gacha games between F2P and P2W is challenging, as the revenue model for these games relies on players spending money (the “whales”).

just some ideas

  1. Limiting the Direct Impact of Money on Battles
    Balancing Runes or Equipment: Introduce a cap on the perks of runes or items obtained through monetization. This way, whales can still spend to get everything faster, but they won’t have overwhelming power over F2P.
    Parallel Progression: Create systems that reward strategic skills, such as game knowledge, over raw power.
  2. Improving Rewards for F2P
    Fairer Guarantees: Increase the drop rate of monsters or equipment after a certain number of summons for F2P, ensuring continuous progression.
    Recurring Events: High-impact rewards could be introduced through specific events or challenges, so that F2P players can access resources without having to spend.
  3. Introduce Equality-Based Competitive Modes
    Balanced Draft Modes: Create arenas where all players have access to the same set of monsters or runes for battles. Victory would depend more on strategy than financial advantage.
    Differentiated League System: Segment players into leagues based on financial investment level or available runes. This would prevent F2P players from facing whales directly.
  4. Make Spending More Attractive Without Affecting Balance
    Aesthetics and Customization: Offer premium skins, animations, or visual effects that do not impact in-game performance.
    Quality of Life: Whales could spend to obtain features that make the game more comfortable (such as more slots, faster summons, or automatic rune management).
  5. Reward Time Invested
    Create systems that reward players for time spent in the game, such as gradually increasing drop rates or daily cumulative rewards, allowing F2P to compete over time.
    These changes can reduce the impact of whales on competitive balance without harming the game's financial model, making it more accessible and satisfying for F2P.