Posts: 105
Threads: 43
Joined: May 2013
A small idea i've had where the cost of hero classes would raise/lower based on how many players in the active hero player base have that specific hero already purchased/leveled. I dont doubt the developers have already thought of this tho. (Just in case they/you) didn't.
- I would make hero prices vary from 100.000 to 2.000.000 or even more
- when you want to take a good hero that is already significantly represented in the hero pool you'd have to pay way more than taking an unpopular one.
- Much like with the gear. Bad, defective (Short range @slashing weapon, slow attack speed or low damage etc) and less usefull gear is cheaper than the really good goodies and legendaries.
- would basicaly work not only to balance hero purchases but also classes because the less popular classes would have the heroes significantly cheaper. If you know your crossbowman hero is going to cost 1.000.000 less than an archer hero that might be a good incentive already
- Only heroes would be counted
- Would prompt you to create a quick tool to count players that logged on in the last 30 days which would also help you meassure the player base
- More statistical empirical evidence on classes the new tool.
It's a lot of coding probably but it is web page and not game related so that's the good side of it.
how to execute this:
-Make a tool that counts unique log-ins for the last 30 days
-Make the tool also count how many heroes and of which class/type there are.
-Create an algorithm, function that would adjust hero cost accordingly on its own.
-Cost drop would be faster than cost rise (Which would still be large) to further motivate people buying the less represented heroes.
;D Open to all criticism.
ON_iBlue - Master Peltast:
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