1. #1

    Larger Upgrade Pack(s)

    Can you please create a larger version of the 150$ Upgrade Pack? There is almost never enough to upgrade any of my cards any more. Ideally, you would offer a 300$ and 750$ option as well. Example:
    150$ = 35 items + 500 coins
    300$ = 75 + 1,000 coins
    750$ = 200 items + 2,000 coins

    ... or even an option for pure upgrade items, as you can already buy coins in 2 places (PVP + SHOP).
    150$ = 35 items + 500 coins
    300$ = 75 + 1,000 coins
    750$ = 250 items (No coins)

    I look forward to your enthusiastic response! Thank you!

    "I don't make the rules, I just think them up and write them down." - Eric Cartman
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  2. #2
    UbiDomZ's Avatar Community Manager
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    Thanks for the suggestion- I'll pass this along to the rest of the team! I can see how this would be helpful, especially as you upgrade your cards to higher levels. How do you feel about the ratio of upgrade items to coins in the packs that are currently available?
     1 people found this helpful
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  3. #3
    How about changing the purchasable packs to contain item and card quantities relative to a players progress.

    The loot could be increased by x%, or a flat number per x New Kid level, or x PVP rank, or x PVE progress % intervals (or a combination of all 3).

    On the surface one might think it is more cost effective to wait until higher levels or progress before buying packs but that's not true, because the loot will always be relative to a players needs to progress further, rather than benefitting only the newer players.
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  4. #4

    Oh lord

    How about changing the purchasable packs to contain item and card quantities relative to a players progress

    No, your first idea is fine and all but this really is not that good.
    If you pay money for something you should get what you pay for.
    If a newby wants to spend some money and he buys a few packs giving him less than for example a level 12 is not fair in any way.
    I completely agree with pvp packs matching your rank in rewards that is great but this is money we are talking about.

    Thats like giving someone 50 cards for 300 vs 25 for 300... see what I am getting at.
    This would create some sort of black market where the highest level players could trade cards to lwoer levels because they can buy them cheaper.
    Never good. same for higher levels that get more for their money and will grow faster this way.

    As you see your idea is very very bad.

    The first idea is great, jsut not this one.
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  5. #5
    No Geerti99, you're thinking about it the wrong way - you aren't getting more for your money at higher levels, you're getting the same all the way through your journey to max because as I explained, it's relative.

    As it stands the packs become more than more useless the further you progress because the requirement to advance becomes more than more but he loot remains the same. My suggestions means at level 1 you get x% towards your next level per pack, and at level 10, 15 or higher you get that same x% towards your next level per pack - or at the very least the loot can be scaled to make it progressively harder to advance, but not to the extreme degree it does right now.

    Yes the increased loot can be abused if the donation system remains unchanged but my trade system suggestion would also make this totally viable and unexploitable. Players of all levels win and Ubisoft wins because they will benefit from increased pack purchases from higher level players - those players being the ones most likely to purchase packs since they are the ones commited to the game and understand it enough to be confident making a purchase.

    More money in the developers pocket means a better game for all of us.
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  6. #6
    Okay so, For you i will sell this car for 10 000 euro because you are short but willy is longer so i sell the car to willy for 5000 euro

    Do you understand the concept of money?
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  7. #7
    The most profitably way to spend money is at low level if you want a quick boost.
    Most people will be very tempted to do this and get lots of cash for developpers;

    Is this a bad thing? no, because we will progress but just a lil slower.

    After a while the spender reaches the same walls as the free player. Is this fair? Yes, why?
    Because balance.

    Your concept creates a complete unbalance in to many ways.
    Also for competing players it would not be fair if player one gets 10 cards and player 2 gets only 3 cards.

    Theres just so many flaws...
    Work out the flaws first.

    This idea will ruin the game making it less fair.
    Really it is completely okay for me if you buy a few packs and get a boost early on like my teammember...
    I will eventually catch up and the game gets some money.
    But this??? naah this will reduce income by a very large margin and create a black market.
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  8. #8
    Sorry but your logic is flawed, clearing there is no explaining it to you.
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  9. #9
    A cash spender will always have an edge over non spenders no matter how you swing it, this suggestion merely makes packs useful to advanced players. The incentive to purchase packs becomes less and less because the pvp pack rewards become more and more. Whereas increasing the rewards for purchasable packs based on progress (just as with pvp packs), keeps purchasable packs in line with pvp packs as well as relative to the rewards from those same purchasable packs at lower levels.
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  10. #10
    That reminds me of another point - if you truly believe purchasable loot should be the same regardless of level then you surely don't support the 'pvp pack refresh' feature being the same cost regardless of level - because that is already more 'profitable' for advanced players than new. 45 cash gives advanced players a lot more than it gives new players, so why should purchasable packs be any different?
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