Cover's Value

That’s a great idea for players, not for the Devs. That cuts into their bottom line significantly, because it means people won’t feel much need to buy tokens or packs to get that elusive third cover and they won’t fork out the 1250 HP as often to increae the number of covers because the odds of obtaining a desirable cover via pull would be greatly increased. Everything the Devs have done has been designed to make it harder to fully cover characters, which seems to be a core part of their monetization strategy.

It’s too bad. Your suggestion is very user-friendly.

It’s true, this is going to have an impact on cover gain. Covers will be easier to get, however, they will be more valuable too. With some small tweaks on their drop rates and their HP prices the devs can profit from them even more than now. I would be willing to buy tokens more than before because I know that if I get a 3* cover it will not be thrown away (At least not as much as now).

Like I said, they can fix the drop rates. They can tweak the rewards of PVP and PVE. This is not a huge change for the system they are implementing. However, I do understand the fear of the “unknown”. Because if the devs do this and they profit less than now, there is no logical way for them to revert it.

This is the easiest from all suggestions so far about covers. It does not take a dramatic change for the devs to implement it. And I am sure it does not take geniuses to figure out the monetary part of this so that they can still profit the same or even more.

Or… to extrapolate upon that, keep the covers color specific, and you have to get the first cover of a given color in order to get your first cover in an ability, but from that point on, you can use any color to increase an ability you already have at least one cover on that character.

This is a great idea. It can solve more than one problem and make things easier for players. Which is why it won’t happen. I would really like to see a feature like this, but think of all the people that buy tokens and 10 packs trying to get that 13th cover that they need. They will go through several of the wrong color before they get the one they want. If covers can be used on any of the 3 colors, then players will stop spending way to soon.

From a player stand point, it’s a great idea. From a business stand point, not so much.

It is easy to say that “Profit will go down if we do this!”. It’s not. It can actually go up if the drop rates are properly tricked. They can reduce the chances of getting covers because they now are more valuable. But the joy of getting one is going to be triple the one you feel now. Everything can be implemented with the right tweaking. Making a game more enjoyable does not hurt your profit.

If people feel happy about your product, they will throw their money at you like they don’t care. You have many examples of this. Trying to “drive” people into paying you is not a good strategy. Taking advantage of the fact that people enjoy your game is one thing. Squeezing every single penny from it is another. Bringing balance into it will help them in long term. If they however, think of making money as a short term achievement, they are on the right path. They have to keep in mind that many people choose to not pay because not everyone spends mindless amounts of money ($3k+ like someone posted in these forums) without evaluating the product first. So, they end up losing part of the revenues rather than making more.

I don’t know their financial goals and I don’t care. I express what I would like to see in this game and what would make me enjoy it more. They can think about it (because I am not the only one that wants this) and come up with the way to make money out of it too. More features and mechanics brings more money. You just have to know how to implement them.

If you ever played Battle of Immortals or War of Immortals, they are the two most P2W games in the whole world. People still pay money because they have so many mechanics and ways for you to spend that money than you can count. While here they have two currencies in such a small game and each of them is spent in 2-3 different ways. The prices are broken and they make no sense at most points. Better features will make people oversee this and enjoy the game rather than think about it. Just my thoughts!