According to my Steam profile, MPQ has accumulated a run time of 1,204 hours. Admittedly, I do not play the game during every minute it runs. Yet if MPQ did not exist and I was not addicted to another game, I would likely be much further along in my real life career than I currently am.
Most games are Skinner boxes of one form or another, and MPQ is no exception here. One of the challenges of designing a good Skinner box is to keep the rewards fresh. The subjective intensity of rewards will naturally diminish over time as players become acclimated, so developers will frequently have to introduce some amount of reward inflation to keep people hooked. This is the framework in which I view the vault’s introduction.
Although as a player I will always welcome more rewards, I understand that developers have good reasons to keep reward inflation at a moderate level. Making more rewards is a lot of work, and inflation has a tendency to drive more inflation. If this game ever runs out of rewards, the developers will likely run out of income too. For the long term interest of the game, I support a moderate amount of reward inflation.
The new vault may not be as generous as we wish it to be, but I think it is much closer to “moderate” than allowing the direct selection of rewards. Keep in mind that MPQ has to generate revenue to feed the developers, and random covers generate far more revenue than guaranteed covers.
That’s a fine idea if the developers want to further increase the rewards. Adjusting the number of tokens rewarded would be a much finer knob to control then allowing direct selection of rewards.
Giving away more covers will not necessarily increase revenue. What’s to say players that cannot keep up with the incoming covers will conclude that the game is leaning too heavily towards pay-to-win, then quit and go write a negative review? I think MPQ is by far the best match-3 game on the market right now, and I would never have known that if I just looked at user reviews from all the rage quitters.
Grinding is the essential content of most games of any length however. We simply do not have the technology right now to automatically generate novel content for human players.
I would say the game is in a “fairly easy to pickup and advance for new players” phase, and reward inflation should only make it easier as time passes.