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  1. #1
    Quote Originally Posted by Biodeamon View Post
    By 3x the usual amount I mean it costs three times the usual in game currency such as DP requires only 100 medals for a R ticket, FKG requires 5 for an R ticket, Armor blitz requires 75 cores, etc. whereas K project requires 300 jewels. That's at least 300% increase for the required currency to buy a R ticket.
    is that calculation include the nutaku gold rate?is 100 medal for DP cost 1/3 nutaku gold for 300 jewels on kamipro? what about the daily reward kamipro gave 50 jewels daily, which means 1/6 of 300 jewels needed for gacha is DP daily reward gave more?

    i never played DP so idk, there is lots of variables, not just numbers. there is a reason why 1 dollar isnt the same with 1 euro.

  2. #2

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    This talk of currency is meaningless because the digital content in these games, like baseball cards, has no inherent value. Instead, the value is determined primarily by supply, i.e. rarity. As the items become more plentiful, they lose their value. This is illustrated most clearly in games like Girls Kingdom where the primary difference in rarities was simply how hard they were to get, as the stats were very similar. Yet still, players strove quite hard to get these rare characters simply because they were rare.

    In short, rare characters are valuable because they're rare. If they become common, they're no longer valuable. The talk of "greed" over Gatcha rates is misdirected (or not properly elucidated) because players will always want that which they don't have--and if they didn't, that would signal the game's imminent collapse.

    A discussion that makes more sense would be where the game falls on the "pay to win scale", as you could certainly argue that design decisions disadvantage free players to a greater or lesser extent from game to game. How much of an advantage does a player get for $15/month? Is that advantage greatly increased for $100/month? Does the game reward money invested on a diminishing returns scale, or does return increase with each additional dollar (very insidious--players beware!). Is there an optimal breakpoint that gives you the greatest return for your dollar?
    Last edited by sanahtlig; 07-20-2017 at 10:30 AM.
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  3. #3

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    I feel like that makes it even easier to compare then, as something like obtaining Sol or Amaterasu is by far more valuable than any 6star flower knight girl or 5star tank in armor blitz, the highest ranks in their respective games.

  4. #4

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    Quote Originally Posted by Aidoru View Post
    I feel like that makes it even easier to compare then, as something like obtaining Sol or Amaterasu is by far more valuable than any 6star flower knight girl or 5star tank in armor blitz, the highest ranks in their respective games.
    I agree w/ Aidoru

    since an SSR Kamihime makes it much easier to do events in Kamihime (well you can say the same thing for Rainbow girl in FK but in FK, you can still clear modes w/ 5*/Gold)

    However in Kamihime, it's shit harder to clear modes with just SR Kamihime

    then again, I don't have Eidolons max out due to me having not enough free time due to work

    Kamihime requires more time to grind than FK in my experience
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  5. #5
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    Longterm average is 70 jewels a day if you never miss a day. IIRC the login bonus adds up to 240 jewels over 12 days, for an average of 20 jewels/day. Of course, since it's in a 12 day cycle, you don't exactly get a roll every 4-5 days. But if you're planning for months down the road, the 70 jewels/day average works as a baseline estimate before taking event gains into consideration.

    And then on the other end of the spectrum, there's Aigis. A premium roll takes 5 crystals. You are handed a crystal on the 5th, 10th, 15th, 20th, and 25th day you login for each calendar month. No, not the 30th; gotta be fair to February. You're basically reliant on event gains here, although the longterm average of event crystals is below 1/day.

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