"But but but what if I like all of those things? what do I do then?" Well, you probably do what I do, and consume all of them...
In this example, speaking purely as a player, I greatly prefer PvP to single-player (like many of UR's veterans, who were raised on that stuff.) Buuuut, if I see a great Ld out one day, I would be really tempted to play Arcade. Some cards have great stats, or great art, or great writing. Quite a few have all three. And some capture my imagination *purely* because of my personal preferences: "back in the day," I made T100 repeatedly with an Ulu Watu/FPC deck. I wanted to play Ulu because at that time, they were woefully unpopular, and I wanted to play FPC because Shifou and Futoshi Ld really captured my imagination, and I ended up being able to build a great deck around that.
In short, it's not bad if there's something in the game that's going to be optional for most of our veterans. As I've mentioned, we're working on more cool competitive stuff as well, and more easily accessible stuff. There's something for everybody in UR, and that's the goal we hope to consistently meet.
Having said all that, we're going to be keeping track of how players respond to Arcade... Who is able to get in for free, what kind of players make the purchases at which points in their UR career. If we see that this mode doesn't provide enough interest, or is too difficult to access, we'll certainly look for ways to improve that.
@Bokneehog: I understand your point about Lds, but on the other hand, it's another optional goal. Some players won't have the time or the skill level to achieve certain milestones in UR, and we're aware of that... So we aim to keep these things optional, and try to ensure that the core of the game remains accessible to absolutely everyone.
In other words, anyone, at any time, should be able to pick up the game quickly, build a competitive deck for a relatively low price, and compete on a rewarding level. If players feel entertained with a variety of options and the ability to play competitively at no cost, I feel like we're still delivering something that almost no other game currently allows.
Thanks for the response! I'm hopeful for 2016, as 2015 has very much been a year where UR has tested new ideas, and so hopefully next year everything built up in 2015 will come to finish well.
As long as the LDs aren't game-creakingly OP but also worth it, I think it'll be fine.
However, there is still the issue of what is the point of a player purchasing credits now - there are a lot of promises for the future, but not much right now...
Well, for one thing, with the new website rapidly improving at this point, we're much closer to being able to get an effective PR push going. UR could see a lot of new blood soon, and some exciting things along with that. I realize that sounds another promise for the future, and I can't say much about that except... "wait and see."
I'm worried that Arcade Lds will be OP, get ELO banned and DT penalized and then be essentially worthless. Players (me) will be : "yay, I payed 270 credits, grinded in Arcade, and got an exclusive card that I can use in...Duel, Fight Club and Survivor?" If the staff can pull it off, then great! I'm just saying it's gonna be a really fine card design line to get these Lds just right. Aviria Ld really isn't all that useful outside of Survivor T2, in my opinion. If all the Lds are going to be like her, I'm not interested.
The other thing I worry about is that the Lds are going to be OP but to save face, staff won't ELO ban them, which will also piss off a bunch of players, or they'll adjust their stats down which will piss off the players that won them in Arcade, etc. All I can say is...GOOD LUCK, STAFF!!
What about the question ghelas? When future seasons are available all the prizes in previous season will be available (beat HQs and stars)? Or just the ones for beating HQs?
I would like to know if what I read in the german forum was right or not. And I know there are more people expecting that answer
As exclusivity increases, player interest will decrease, as can be seen with many pseudo-F2P games. If this is the decision UR feels is best, they had best be careful how far they take it.
It also seems silly that the mode was hyped up for months and we were told we should be excited about it, then when it comes out and we are disappointed with it, we are told that it isn't for veterans. Seems like backtracking/a cop-out to me.
As I said before, I feel that one of UR's biggest strengths is that it is truly F2P. I've never felt that players who pay get a significant advantage, nor have I felt that I had to pay in order to succeed. Despite, this I used to spend money on the game on a semi-regular basis because I wanted to. This is the strength that UR needs to leverage, especially when bringing in new players. Don't make them spend the money up-front; get them hooked then give them good reason to.
Furthermore, the veterans are one of UR's biggest assets. Some of the players have been around 5-10 years and have contributed significantly to the community. We want to help UR succeed, especially by helping introduce newbies. Estranging these veterans is a huge mistake, and needs to be carefully considered with each decision UR makes
The biggest source of confusion in this entire argument for me is that "free" and "exclusive" are kind of getting used interchangeably. You can earn free credits at a decent rate in UR. Knowing that the value is about the same, perhaps even a bit better than opening packs, there's nothing preventing any player for saving those credits for Arcade mode and getting free LDs.
Is there an element of exclusivity? Sure. But it was always there with LDs, which traditionally required a significant grind and playing in a variety of modes. It's there with many expensive CR cards. It's there with some of the best guilds in the game, or joining certain events. UR is certainly like a physical card game in that regard: some goals are optional and hard to achieve, but many people thrive on the challenge created by that.
As for the whole "it's not for veterans" thing, I'm only saying that I can understand why some veterans might prefer competitive play over it. More importantly, I can't emphasize how vital good single-player content is to a modern online TCG. Many new players are just not up for a 30+ minute session of confronting other players in a competitive environment, especially given that most of those players will be more experienced and armed with better cards. For a new player, having to engage the game in such a way can be very stressful... Arcade mode is close to ideal for many of them.
Now, if the game retains new players better, that's definitely something for any veteran player to be excited about, too. Arcade mode may not be everyone's cup of tea, but I believe that it's good for the game, and will be even better as we adjust it based on live testing... And anything that's good for the game is ultimately good for every player.
You say that the value is equal to opening packs, but:
A) As of now, it's not. Whether it ends up being equal or higher value remains to be seen, but expecting players to pre-pay for a potential prize that they dont know is ridiculous
B) we need a list of possible winnings for each round, current and future. Otherwise, we are gambling our credits, and UR can reneg on arbitrary "teaser" promises of prize value
I agree with your whole point about grinding, because UR absolutely involves alot of grinding, whether in game or in the market. I guess the difference to me lies in the fact that you have to grind to get credits, then grind the mode to get a prize. Why bother grinding twice when the prizes are similiar to opening a pack? Maybe if it were similiar to a LW or Coli that costs 5 credits, it would be justifiable.
Where I make the distinction as to "exclusive" and "free" is how the gameplay is initiated. To complete LD missions, you build a deck and play. This is free. To play Arcade, you build a deck, pay 30 credits, then play. This is exclusive. Sure it takes grinding just to build a deck, but that is consistent across every mode.
I also agree that good single-player content is key to any game. On top of that, it has to be ACCESSIBLE. Newbies will love Arcade, but how do you expect them to get 30 credits? I understand that from a business perspective, you hope they will buy credits to get themselves started, but at that point it's hard to call UR a F2P TCG. The barriers to entry in this game are very high, and Arcade makes them higher, which defeats the purpose of a noob-friendly mode.