Screwy prize structure

GREE

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Thread: Screwy prize structure

  1. #1
    Verbose Veteran
    Member Since
    Aug 2013
    Post Count
    626

    Screwy prize structure

    Please look at your CoK prize structures. For several months now it has become arguably better to finish 11-15 than 6-10. 8% lockbox is better than 7% infantry attack for most as we have so much infantry attack that the impact is very diluted. This will start hurting your bottom line soon. Please change this.

  2. #2
    Verbose Veteran
    Member Since
    Dec 2011
    Post Count
    953
    Top 5 gets health regen - like they need that

  3. #3
    Newbie
    Member Since
    Apr 2013
    Post Count
    40
    That was the idea behind winning all the prizes behind your finishing position. Your guild got more rewards and advanced faster than the guilds behind you. It created something to compete for. And guess what when guilds compete for spots they typically spend more gems. Hence it's benefits GREE. There has to be a reason to want to finish at a higher position. The rewards you have been continuously recycling don't do that. They are junk. You keep offering epic boss attack that no one uses because you completely butchered the event and killed something most enjoyed. 100 bosses were perfect. 150 sucks badly and the ridiculous health for the higher levels is just stupid and no one wants to play. But you have heard and ignored this all before. People are leaving in droves and no one new wants to start playing. 2 things bad for business.

  4. #4
    Consistent Contributor
    Member Since
    Jul 2013
    Post Count
    105
    Have you guys considered that the guilds at 6-15 probably have plenty of members working toward individual rewards? Some inversion of unit value makes a lot of sense- you're still promoting plenty of gem usage but not necessarily widening the future performance gap as much.

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