Kudos guys for bringing the OS discussion back. Was getting some of this with my new team on the Mob...
Thanks for explaining the progression idea with ladder/collection type goals in order to move on in the game. At the very least it should enhance the user in-game experience with keeping the core tapping gameplay alive.
An idea I would like to add would to have a RttC like showdown with next tier 'boss' from current/favorite team (Bucks-UR Giannis, Epic Monroe, Leg Bridgeman) in order change tier in QG (Seasons & BTC too?). Firstly, it would force user to have strong enough 25 man deck to win and advance, and secondly force CD to make sure there's draftable card at each tier for each team (most likely helping AH as well).
The progression possibilities could be endless with CD holding off on the EA collection rewards idea. Maybe they could even make the user beat 5 boss decks of Team of choice... or all four in Division (Epic Central... Bucks Monroe, Bulls Rose, Pistons Drummond, Cavs Love). Heck, they could make the Boss card reward part of a new theme set (with decent enhanced stats) that can only be pro'd through a special pack (with random rewards capped at current tier) using BTC or QG points or something. That way users can change favorite (or challenge) team for collection rewards.
Since core gameplay and game modes are essentially set with tweaks here and there, progression sounds like only other place were the game can evolve to place artificial fast-growth barriers outside of pack and AH purchases. Essentially, give us a reason to keep playing (and maybe even paying) by feeding our unsatisfied OCD collecting souls! Like in Pokémon, some just want and beat the best lineups, others just wanna collect 'em all!
Anyways, that's enough thinking for a new app that I don't plan on being as invested in with my time, emergy, money, and emotions. Key word here is plan lol.
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