IronJaw has struck once again in the banking district!
Thanks to him, you can multiply your Clintz X10 from 5pm (GMT+2) until tomorrow at 12pm (GMT+2).
This boost is only valid in Survivor, ELO and Classic mode! Your Clintz will be multiplied for each fight that you have IronJaw in your hand.
edited by ghelas wednesday 22/07/2015, 10:56
@Myeltd: You've raised a really good point, and it's one that we're thinking a lot about how to best address. UR was one of the first card games of its kind available online. The lack of competition allowed UR to get really good at one thing: selling packs of cards. When you're exchanging credits for a pack of cards, you have this really nice, simple, and transparent experience. You know how many credits you've spent and the value of the cards gained right away, and you get to experience that "lottery ticket" excitement of looking for that expensive rare in each pack. That experience is hard to beat, and players have had years and years of being under the impression that this is the most fun and efficient use of credits.
This is why, in addition to new developments, we will continue to experiment with offers like this. For some non-trivial portion of our players, they are always going to come in to buy our "apples," so our best option in purely business terms is to have, well... sales on apples sometimes. Or two-for-one deals. Or to import a more exotic variety of apples for a limited time, perhaps. I think we'll develop a progressively better way of doing these offers overtime, and create stronger incentive for those players who may remain "pack only" buyers no matter what we offer, without making anyone else feel left behind or excluded in any way. This is a hard but important point in our overall business plan.
There is one little point that I disagree on, though: "hence why despite ghelas insisting that people "enjoy" these updates I see nothing but flaming on them whenever I check the forums" I think what happens is that we have a few people who say something like "great offer, very nice!" or don't say anything at all. (And why should they? They don't benefit from agreeing in a more visible way.) And then we have a very small number of players who disagree with the offers, and are trying to facilitate a change of direction. So they argue against the offers in "big" and visible ways, using many posts to do so. That helps create the incorrect impression that the majority of the players are against them, when it is definitely not the case.
There's no personal element to it. You are just one of the few people who is willing to have a big discussion about your feedback, which is great.
"You should be worrying about those who need it, and redesigning your offers with that in mind."
This is a really, really good point. I don't think that long-term players should be excluded, but I would definitely love to see some offers *specifically* for new and intermediate players, who need a little extra push to be more excited about the game. It's something I am discussing with the team right now, in fact. Do you have any good suggestions regarding what such an offer might look like?
"Your professional attitude should not rely in “previous announcements” or others doing the job and explaining things to another player, or letting wrong translations going forward time to time, or any other incident." It's a good point, one I agree with... But it's also important to keep in mind that every time a lot of text info is translated across many languages, you will have such errors occasionally. Every publication, online game company, etc. that has to deal with this encounters this problem repeatedly. Nevertheless, I completely agree that we need to keep working to improve the accuracy of communications.
"What I think Silva-69 was trying to say and what I meant by “as it should be” is simply that the offers you design should be more inclusive. You should target everyone." I do want a lot of the actions we take to be more inclusive, but again, it's really important for our players to recognize that this isn't always easy, efficient, and in some cases, it's simply impossible. Let's say player A wants to play UR for free indefinitely as one of several small hobbies that he has... Player B has UR as his main hobby, many of his friends are in his guild, they have big goals in the game together, so he's okay with spending a little bit from most of his paychecks on UR. Do you see how these players will inherently have some goals that are mutually exclusive? And, as I said before, it's really important for us to appeal to both, because there are thousands of Player A types that generate very important content in the game for every handful of Player B types who actively help fund the game.
So, one of the most important points here: I think we need to get used to the idea that player goals will be moved closer to each other and made to overlap whenever possible. (If you look at what we've done with RB cards and Leader Wars, you can tell we're taking some big steps to be more inclusive.) But in some cases, an overlap won't be possible, and... that's okay. After all, our ultimate goal is to engage and entertain every type of player that enters UR on their own terms.
It's important to note that this offer didn't contribute to a wealth gap, didn't take anything away from anybody, and did not further delay the big updates that everyone will be able to enjoy. So I think in that regard, it's a big improvement over some of the offers we've made in the past.
Very well said! Game dev is a difficult and complex thing. The priority should be develop something great and effective rather than to rush it out the door.
Oh, where to start.
"I think what happens is that we have a few people who say something like "great offer, very nice!" or don't say anything at all"
You keep inserting the voiceless audience into your argument as to why these are good, and it's become pretty annoying. While that one side could be for you, we could also argue that they too are against these but don't want to say anything (which, considering how common blacklists are wouldn't surprise me too much). Silence isn't always a good thing, as while you do "theoretically" have very few people arguing for/against you if they're heading for the door then that kinda makes their opinions loud and clear. As for the rest of your giant note, it scares me a bit...
(Continued on another post)
Internet went out so I couldn't finish. For this part, I will be referencing that 2nd paragraph about how packs are an important part of your "business plan".
Ever thought about expanding your business model, or at least updating it? I'll use runescape as an example because they've been around for a long time and are the easiest to understand: For the first 4 years of their existence, runescape was entirely f2p. Then in an effort to generate actual capitol, they added "membership" for roughly $10 a month. Then membership numbers started to dwindle (because not everyone played their game for that aspect), so they introduced things like the wheel and xp-exchange which while it did annoy some of their community (less than .02% of it) it also gave their community more options and ultimately made them way more successful.
If you really want this thing to take off, packs can't be the only source of income here. Not only does it not make sense from a business standpoint (only covering one demographic as opposed to multiple), but it's also pretty unfair to your loyal customers who you "kinda" offended in that second last paragraph.
In summation, I really have to ask you this: ghelas (and all admins who may or may not read this), why SHOULD we spend money on this game? Packs may seem unique, but that same experience is pretty well replicated if not made better in hundreds of other games out there. Loyalty, like everything, has a limit.
That's my two cents on this.
@Myeltd: Regarding the voiceless audience: they're not exactly voiceless, just less vocal. Look at this or any comparable thread for people who only say something like "thanks" or "nice offer," for instance. You will find that there's generally at least as many players expressing that opinion as the ones expressing negative sentiments... In fact, there are usually more small statements of approval.
Regarding expanding and updating our business model, this is definitely something that we are in the process of doing. I was only making the point that there are people here whose purchase of choice will always be packs, no matter what we do. As you can see, we're taking measures to keep things interesting for them as well.
I agree that packs shouldn't be the only source of income, but I also feel that there's a delicate line between a game that encourages purchases and forces them, and we don't want to become the later. It's going to take some time and perhaps some trial and error to determine the best way that we can evolve our business model.
As for your final question: Boostr's games offer an unparalleled experience by keeping the game length and the decks short. They enable true competitive play with the player setting the pace. Many comparable games have much bigger decks and longer games, which means they require a constant commitment of both time and money to stay competitive. These aren't the only reasons to spend money on packs in UR, but in my opinion, they are some of the strongest ones.
@Ghelas Great Offer!
Personally see nothing wrong with having an offer like this. I agree, only extreme opinions get the most exposure. I like the offer, but I'm not crazy about it enough to post about it. While its nothing market changing or game changing, its a nice little bonus to buying a pack. Did this offer entice me to buy a pack? No. Did this offer push me away from buying a pack? No.
Not every offer needs to be change the model of the game, but that doesn't mean the majority opinion is disdain.