Jump to content
EN
Play

Forum

Incentivise progress in Challenges via <"Special Missions"> section


Recommended Posts

1.

 Introduce special missions regarding Challenges ---  people will use HTML5 more and also gets them to play more --- (A bonus for going ahead with challenges.)

Say get 10 stars (reward - 5 supplies) : get 100 stars (reward - 20 Repair kits --- nothing big just an added bonus) and so on.

It's similar to the "Use 1000 Speed boost boxes " which rewarded a measly 10 DD (Justified by saying it was a BONUS - as those supplies would've been used anyway)

 

2.

If you want to engage your player-base in high exp Special missions(like 10k xp per day for 17 days) --- the best way to do it is ,keep the x1.75 funds and exp for 17 days  and reduce the mission task from 17 days -> 13 days . This gives players some flexibility to play.

-->If a player misses Day 1 , you already lost his/her activity for the next 17 days(And there are thousands of players who fall into this category) - A rather poor strategic move of keeping a 17 day mission in a 17 day event .

 

Share this post


Link to post
Share on other sites

Valid
Completed

While I agree with some of your points, the incentives model you propose doesn't fit the direction this game is being taken. 

On 6/2/2020 at 12:23 PM, lll_Dominance_lll said:

4. Introduce special missions regarding Challenges ---  people will use HTML5 more and also gets them to play more --- (A bonus for going ahead with challenges.)

Say get 10 stars (reward - 5 supplies) : get 100 stars (reward - 20 Repair kits --- nothing big just an added bonus) and so on.

It's similar to the "Use 1000 Speed boost boxes " which rewarded a measly 10 DD (Justified by saying it was a BONUS - as those supplies would've been used anyway)

On 6/2/2020 at 12:23 PM, lll_Dominance_lll said:

2. If you want to engage your player-base in high exp Special missions(like 10k xp per day for 17 days) --- the best way to do it is ,keep the x1.75 funds and exp for 17 days  and reduce the mission task from 17 days -> 13 days . This gives players some flexibility to play.

-->If a player misses Day 1 , you already lost his/her activity for the next 17 days(And there are thousands of players who fall into this category) - A rather poor strategic move of keeping a 17 day mission in a 17 day event .

These are the only valid ideas in your topic, so I removed the rest and archived your original content in a spoiler below this post. They won't be implemented for reasons explained below:

Spoiler

 

On 6/2/2020 at 12:23 PM, lll_Dominance_lll said:

1. Splitting the 100 Tankoins reward at the 20th,30th,40th and 50th Tiers of challenge ( Say 10 - 20 - 30 - 40 )

This is how it used to be when tankoins were first introduced to challenges. Then they were changed to the current system, which was done in order to encourage players to complete the whole thing. While your proposed distribution will help some people be more active in challenges, the current system encourages more people to actually complete the challenge and is probably more effective.
We don't accept ideas for reverting changes.

On 6/2/2020 at 12:23 PM, lll_Dominance_lll said:

2. A better reward mechanism - the closer you inch towards the final goal - individual tier rewards should be increased .

This already happens to some extent. But why would you want it to be more emphasised? All it means is that if you partially complete the challenge, you'll get less rewards because all the better ones are near the end.

On 6/2/2020 at 12:23 PM, lll_Dominance_lll said:

3. Make the crystal rewards different --- Getting 2.5k crystals for 3 tiers at the end(silver pass) is a terrible feeling 

"Different" meaning "greater"? Sorry, we do not accept ideas for increasing rewards, as per I&S section rules.

 

Original post:

On 6/2/2020 at 12:23 PM, lll_Dominance_lll said:

Note (Prior to reading the suggestions , you must know the reason for this update idea) : The challenges are seriously under-rewarding . I understand that technically it's a bonus reward for playing well - However , I'd say that 90% of the community play MM battles for 2 reasons only -> 1. Stars for Challenges || 2. Daily\Weekly Missions

And , as you read it ,if you agreed to it  -- without opposing the statement -- it just means that Now , it is an inherent behaviour in tankers.

Playing for stars / missions and not for the fun the game -- is saddening.

The tiers' rewards remain constant and do NOT instill -- in us -- a feeling to battle for them.

The amount of supplies used in earning the 1000 stars are FAR , FAR LESSER than those in the rewards of the silver and gold tier added up.

 

With this understanding of the feeling of repetitive grinds(same rewards in challenges) , dismay (due to overuse of supplies in early days of challenges in MM battles)  --- I hope you'll look at the following suggestions with a new reasoning and tap into the "Infinite potential of HTML5 " as promised.

 

Some things that would increase interest in participating in challenges :

1. Splitting the 100 Tankoins reward at the 20th,30th,40th and 50th Tiers of challenge ( Say 10 - 20 - 30 - 40 )

              ---- This instills a feeling of being rewarded for a player's efforts throughout the challenges.

              ---- Add a bonus 50 Tankoins to the Gold Pass - I'm sure no one would argue to that --- Buyers won't worry about 50 Tankoins ; Non - Buyers upon saving up for Battle Pass will feel great with the extra 50 Tankoins at the end. --- This can also be incorporated in the 20th,30th,40th and 50th Tiers of challenge

 

2. A better reward mechanism - the closer you inch towards the final goal - individual tier rewards should be increased .

For example : Instead of 15 supplies each in silver tier make it 20(say at tier 22 ) then 25(at tier 32) and cap it at 25 supplies from any tier thereafter--- And similar changes to Gold Tier.

 

3. Make the crystal rewards different --- Getting 2.5k crystals for 3 tiers at the end(silver pass) is a terrible feeling 

 

4. Introduce special missions regarding Challenges ---  people will use HTML5 more and also gets them to play more --- (A bonus for going ahead with challenges.)

Say get 10 stars (reward - 5 supplies) : get 100 stars (reward - 20 Repair kits --- nothing big just an added bonus) and so on.

It's similar to the "Use 1000 Speed boost boxes " which rewarded a measly 10 DD (Justified by saying it was a BONUS - as those supplies would've been used anyway)

 

P.S.

1. I noticed that the challenges this time offer augments , I was shying away from including that - assuming my suggestions would get blocked -- However, I am happy to see this updated reward list . Great work !

 

2. If you want to engage your player-base in high exp Special missions(like 10k xp per day for 17 days) --- the best way to do it is ,keep the x1.75 funds and exp for 17 days  and reduce the mission task from 17 days -> 13 days . This gives players some flexibility to play.

-->If a player misses Day 1 , you already lost his/her activity for the next 17 days(And there are thousands of players who fall into this category) - A rather poor strategic move of keeping a 17 day mission in a 17 day event .

 

 

Share this post


Link to post
Share on other sites

Completed

Your main source os stars is now from completing daily and weekly missions, while special missions will also sometimes offer stars as reward.

Share this post


Link to post
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...