Suggestion for economy

seperate Citadel currency and item currency

So a problem I've run across is the difficulty in balancing citadel upgrades and purchasing items. Another facet of it is that Demigod kills lead to large gold bonuses, which lead to lots of gold, which leads to uber items and more kills. It's a snowball effect.

My suggestion is this. Instead of awarding Demigod kills with gold, award them with a new currency, lets call it Faith (Your followers seeing you vanquish another demigod strengthens their faith in you?) that is used exclusively for the Citadel. Gold would continued to be accrued from mines and the killing of creeps.

Faith could also be exchanged at a shop for gold, at a 3-1 ratio. Therefore, killing enemy Demigods would still provide an economic boost for items, but would be worth more in team upgrades. Gold could also be exchanged for faith at the same 3-1 ration (In essence, 3 faith for 1 gold, or 3 gold for 1 faith.)

I think this would effectively end the current situation where kills directly lead to increased superiority, therefore making the victor even harder to beat.

I would also suggest allwing players to purchase experience, in case one falls behind, and needs ro become competetive again. This could be done with either faith or gold.

1,972 views 8 replies
Reply #1 Top

This isn't exactly true because the more expensive items give less benefit per cost than the cheaper ones.. teh biggest benefit to them is the reduced number of item slots taken.

And having seperate resource for spending on citadel would be bad.

That idea was thrown around in beta and it's good that they did it how it's done now.  There is much more strategy/depth involved this way.

Reply #2 Top

instead of making it a 3-1 ratio why not just cut the gold reward for killing hero by 1/3  or even 1/2 instead of 1200 gold give them 600 heck even 500

Reply #4 Top

I just want to be able to partially buy an upgrade.

Reply #5 Top

teseer while that sounds good and all ive also thought about this in a large game it would be too easy to farm up the money for the upgrades and people would get the giants etc at a fairly low DG level as long as they could keep some flags and gain war rank. 5 people splitting the cost of giants would be very in-expensive and im sure they arent meant to be that way

Reply #6 Top

Personally, I just wish there was some direct benefit to having a level 10 war rank as opposed to, say, a level 5 war rank, even without optional upgrades.  It just seems contrary to the point that taking down towers (for no gold bounty) and taking over points (with no reward) will wind up netting you less capital than an enemy who may be letting you do such things simply to kill your grunts and tower camp your DGs until they can fill up on gear and start murdering you with extremely high level DGs.

Reply #7 Top

Quoting Fennel, reply 6
Personally, I just wish there was some direct benefit to having a level 10 war rank as opposed to, say, a level 5 war rank, even without optional upgrades.  It just seems contrary to the point that taking down towers (for no gold bounty) and taking over points (with no reward) will wind up netting you less capital than an enemy who may be letting you do such things simply to kill your grunts and tower camp your DGs until they can fill up on gear and start murdering you with extremely high level DGs.
End of Fennel's quote


-The direct benefit of having level 10 war-rank is the ability to purchase the level10 upgrades.

-Towers do give gold?

-no reward for capturing flags aside from the potentially game deciding buffs they give and the XP given for capturing. +15% hp seems like a fairly large reward to me. I would not pass up the chance to capture an enemy gold mine even though the flag has no reward.

-most of the creep lanes are on flags, so you and these mysterious grunt killing tower camping DGs must be playing a different game to me. if they are tower camping you and filling up on gear the game was decided a while ago and the other team is farming to they can go for the kill, it is situations like this that require a resign option.

Reply #8 Top

While I agree that the postitive feedback effect of high level DGs killing lower level DGs and getting even higher is a problem, I think that your system is unnecessary. I especially think that seperating gold/"faith" rewards from killing Demigods/creeps would end badly. Think about it: if the only way to earn gold is by killing creeps (and slowly through mines and whatnot) then there's hardly any incentive to kill each other! Plus, in general, simplicity in design is far preferable to unneeded complexity, and I think that another form of "currency" wouldn't really help.

I feel that a far better solution to the current positive feedback is a built-in negative feedback. In other words, killing Demigods of a higher level relative to you (instead of a flat rate based on their level alone) would give you bigger bonuses, and killing Demigods of a lower relative level would give smaller bonuses. It's extremely simple, logical, and I think it would work perfectly, and honestly I can't see why it's not the current system.