Another Multi-Character Pitch (in General)


Wraithlin August 3 2010 8:05 AM EDT

Ok here it goes, let's see how many yes votes I get this time around.

So everyone gets a new money bonus called "Character Size Bonus".

I call it a bonus but really it just is a penalty since the highest character size bonus you can have is 100%, and that means you only have one team, and that team is making 100% of the possible cash it can make.

If you have more than one team (I'll use two for the example) the character size bonus is the percentage of your total MPR for your characters. So if you have a 3mil MPR team and a 1mil MPR team they would have 75% and 25% respectively, and make only 75% or 25% of the money they would of recieved pre-change.

Everyteam has it's own BA regen rate, there is no longer an account regen rate, so your smaller teams will get more regen and your larger teams get less.

In addition, all teams that have been unretired that day are counted. So if you play 160BA with a team then retire them in the first 2 hours of the day, that team is still counted against you for the next 22 hours.

If you use some BA, then unretire someone, you'll see a change in the bonus with that team you were using before because you just added more MPR to your total for the day.

Pros with this system: Farm teams are discouraged as they reduce the overall money for that person (unless you fight with the farm team, and then you've really just got another team, which is what we want, more teams active)

People that like to play with more than one team/strat don't have to wait for a tournament they would like to participate in. And people that don't like tournaments at all can still play multiple characters.

Assuming everyone picks up a low level team just to mess around with, this would greatly increase the number of active teams in the lower brackets, and would give new players many more people to compete with. There is still only one NCB/NUB per account at a time, so these additional teams would be growing slowly and be in those lower brackets for a long time to provide more targets.

Cons with this change: I see none, but I'll wait till some people make some up here shortly when I get some responses.

Solare August 3 2010 8:21 AM EDT

I like the idea, though people could take advantage of retirement still, even with the whole 'next' day approach. Instead, make the penalty 1 week, so people don't retire on the last hour of the day, then use their BA the next day, then unretire, etc. It will also discourage retirement, as retiring characters makes less targets overall for NCB and NUB to grow.
I do believe in the whole multiple team thing with separate BA, however. I think it would make the game more interesting, especially for trying out new strats or making NCB while still maintaining your old team.

AdminQBGentlemanLoser [{END}] August 3 2010 8:37 AM EDT

What I would do is run 4 extra teams to all level Tattoo's.

Then sell the Tattoo's to the store.

Easy extra cash for my main.

AdminQBGentlemanLoser [{END}] August 3 2010 8:39 AM EDT

Or if you want, wait till my NCB runs out, only make one new NCB team (so I get a smaller slpit on the cash rewards for my main), and power level a tattoo.

Sell that at the end of the NCB, and start again.

My Current Tattoo sells for aobut 7M, and that's haf way through. so 14 odd mill for 6 months, not too shabby extra cash coming in.

Oh, and there would be extra free items from free item drops as well. Maybe a reason to run the full 5 teams.

Wraithlin August 3 2010 8:47 AM EDT

yes, because a bunch of low level teams with no NCBs would level tatoos just so fast...

you'd waste alot less of your time if you just got a part time job and bought CBD with the cash you made.

Wraithlin August 3 2010 8:59 AM EDT

btw, 14 mil for 6 months of an NCB that you then gimp your team after it's over by selling off the tatoo.

spending your full daily BA to get this kind of tatoo is what, 1 hour a day's work, for 6 months, or 180 hours of work.

alternately you could work 8 hours at a gas station, get 5 bucks an hour and spend $3 per cbd and get your 14 mil.

hmm, 180 hours vs 8 hours, idk seems broken, you're right.

and if you just make selling items to the store also a percentage based on your MPR then it's an even uglier ratio, especially if we do MPR based on weekly stats not daily, which I like that idea.

AdminQBGentlemanLoser [{END}] August 3 2010 9:47 AM EDT

Alternatively, I could burn the BA as I work, as I do with my main team.

I can easily fit in another lot of burn at the same time, as I'm left with quite some time on CB just surfing stuff and reading forum posts.

That free time I could be plugging away (and the cash is never lost as I can transfer the difference back to my main), buidling up a nice fat Tattoo or two to sell.

Hell if you can play a Tourny and run a main team, you could run your main and a NCB just to level a Tattoo for cash.

And agian that's ignoring the extra chances for free item drops due to the lovely item drop system.

AdminQBGentlemanLoser [{END}] August 3 2010 9:49 AM EDT

yes, because a bunch of low level teams with no NCBs would level tatoos just so fast...

I spent something like 1200 BA in the last tourny, with an XP bonus of less than the current N*B.

At the end I sold it for about 50K.

Nice, easy investment for literally no effort.

Wraithlin August 3 2010 10:05 AM EDT

How much money does a 5 mil MPR character make in 2 months?

Is it worth stealing 33-40% of that cash with this tattoo you're going to sell for 14 mil?

And I haven't even added in the other 4 months worth of cash since that's at a much lower MPR and doesn't hurt your main as much.

Assume you have a 5 mil main and you run this NCB from scratch to level and sell a tatoo for 14 mil.

You can easily get 3.5mil at the end of the NCB run with the current EXP bonus if you are diligent.

So you're looking at roughly 550 MPR per month. And we'll assume 100 MPR per month on the main, and 2 mil per week. (Is that reasonable for a 5 mil char?)

I'll round down just for rounding in your favor:

0% of his cash lost first month
10% of his cash lost second month for 800k
17% of his cash lost third month for 1360k
23% of his cash lost fourth month for 1840k
28% of his cash lost fifth month for 2240k
40% of his cash lost sixth month for 3200k

total is 9.44 mil.

So if the 2 mil is a good estimate, and you heavily round in your favor, you can make 4.5 mil in 6 months with this NCB strat.

Letting the people who want to farm from this at 4.5mil every 6 months is very very reasonable for letting people actually play multiple teams and all the other Pros I talked about.

AdminQBGentlemanLoser [{END}] August 3 2010 10:22 AM EDT

Deduct the cash the second character *also* makes, and xfers back to your main...

And the extra random drops.

AdminQBGentlemanLoser [{END}] August 3 2010 10:36 AM EDT

Using the figure I provide is all well and good. But I'm a bad player.

I've never bought BA with this NCB, and I've never had a 100% challenge bonus.

Better players will be able to generate more MPR and larger tattoos.

AdminNemesia [Demonic Serenity] August 3 2010 11:08 AM EDT

With two high level characters I could run an MTL level tat even at the top game where tattoos are worth 100%+ NW right now.

Soxjr August 3 2010 3:37 PM EDT

Ok. Just to cut in here. GL. This idea sounds good. How can we then fix what problems you see with it to make it work? Instead of just finding flaws, find fixes. I like wraith's tenacity when it comes to trying to find ways to make CB better. Run with the ideas, and maybe something will stick with NS that might bring us more people or at least make the game more fun for the people playing it now :)

Wraithlin August 3 2010 5:01 PM EDT

natasha, do you mean if you had two high level guys you could trade the tat back and forth and get it max training level?

If that is the flaw you are pointing out, I thought about that too and decided it wasn't really a flaw. If that is the route you want to go then you're really just making it very easy for other people to get a really high farm off you, two of them in fact.

You'll have two high level characters who are both using the same tat, which means one of them will always be without a tat and therefore very easy to farm. So yes, you get to have a high level tat, and you get to give everyone else a high challenge rating for doing it.

Zenai [Cult of the Valaraukar] August 3 2010 5:01 PM EDT

Wraithlin: Well in a way I see exactly where GL is Coming from. Look at it like this bro for someone like me who already has resources and a tenacity to play in the top ranks that borders on fanaticism I would rock this program to level a tat. Even with minimal cash being made I would spend a bit extra and run those extra accounts to benefit me in the long run. Bump their MTL and play a round robin of Tat leveling that CB has never seen the likes of evar! I mean look at the Recent Tat Leveling deal I have made, this would be yesterdays news once I got everything where I needed it to be.


Soxjr: I do agree and I think the best way, in my opinion, to fix this hole is to Block out new Tat Xfers. Make these accounts liimited but still playable, ie lock Tats onto their chars and only Xferable by Admins like unretiring is currently.

AdminQBGentlemanLoser [{END}] August 3 2010 5:05 PM EDT

Sox, that's easy.

A perm tournament, or no transfers. Both of which have already been suggested.

Soxjr August 3 2010 5:14 PM EDT

I like that idea zen. Make these a new character creation. "Create Farm Character". No NCB associated. All Farm Char's start with a tattoo that can be whatever the person wants and changing the tattoo will still cost like other changes of tattoo's, but this tattoo is non-tradeable. Solves the mega tat leveling thing. The money issue is kinda easy. If you take money away from your main character like was stated in the first post then moving the money made from the Farm Character would just be giving back money the main would have made on it's own if there wasn't another character being run. The only difference is the more characters out there the better the farming is across CB. I hope this made some sense. :P

VsCountStrum [Black Watch] August 3 2010 5:36 PM EDT

I see and had the same thoughts as Natasha. I have two retired chars with MTL above my current Tat. With those two chars, I could continue to raise my Tat, while also growing my current NCB. Once my NCB get to my Tat level it would also help to grow it. I should be able to keep my Tat at or near my MTL, unlike the current system where it slowly falls behind. This could result in some truly massive Tats and possible unbalance the game. I do not care if the my other teams get farmed as they would just experience generators for the Tat.

I also do not really care about money. I have about 12 mil stored up with at least another 10 mil in items that I could sell easily. So losing the money earned would not be much of a problem.

I like the idea of being able to run multiple teams, but I do not think that they can or should be able to interact with one another in any way. It just exploits to easy to find.

Wraithlin August 3 2010 11:29 PM EDT

How about this for solving both problems and not gimping your off characters too much:

Only your highest MPR team makes any money at all, and that money is the same as it currently is.

All teams that are not the highest MPR don't cost any money to revive/heal after battles but also don't make any money, it's MPR growth only.

Make tatoos be the only item that has a transfer fee associated with it between characters on your account (base level tats are excluded and still transfer for free)

Makes it not impossible to tat farm, but very costly, same as the current tat power-leveling system.

Womp August 3 2010 11:30 PM EDT

I vote yes.

Wraithlin August 3 2010 11:33 PM EDT

Actually, I think it would also be beneficial and not broken to be able to transfer leveled tats for free to new characters.

For example you want to re-run a RoS team for instance, and you want your high level RoS on it.

So tats transferred to a team that has say <1 week since creation time is also free.

AdminNemesia [Demonic Serenity] August 3 2010 11:33 PM EDT

I really don't think this is worth the trouble or the potential abuse. What I would rather see is the ability to eventually have multiple tourneys active at once, which leads into user spawned tourneys. This would give the ability for multiple character, you won't have to worry about abuse of the system and it has far more potential variation use.

Wraithlin August 4 2010 4:27 AM EDT

Unless the user defined tournaments can make permanent characters then this wouldn't solve the one reason I actually want multiple characters.

AdminQBGentlemanLoser [{END}] August 4 2010 4:37 AM EDT

A perm tournament, or no transfers. Both of which have already been suggested.

Soxjr August 4 2010 6:29 AM EDT

Ok, am I the only one here that read the whole first post? He isn't suggesting this to have more ba to fight with, he is suggesting this to have more characters out there that are competitive so there isn't this terrible starting situation we currently have in the game. Where there are characters just getting score drained to the point that it's impossible to start a new char and find people to fight that have any decent score to mpr ratio to get any good challenge bonuses from. People keep saying tournament but those characters don't help the issue he is trying to help here.

AdminQBGentlemanLoser [{END}] August 4 2010 8:35 AM EDT

If this won't help you be competitive, people won't spend the extra time on it.

I wouldn't, and I doubt anyone else would.

Dude's idea of regenning score is a much better fix. This way current farms can provide the same 'fix' for the low game, can store people items, and generate a litle extra cash.

Wraithlin August 4 2010 8:42 AM EDT

Finally GL, you are getting closer to the full picture.

I really don't care at all about the goals of the current player base. I would love if this doesn't make anyone more competitive. I would like to expand the player base.

By having the option to play multiple characters and multiple strats at the same time and not be confined to one option for 6 months at a time, you will attract more people.

I also want to attract more people without breaking the current system.

AdminQBGentlemanLoser [{END}] August 4 2010 8:52 AM EDT

Closer? I understood totally from the OP mate.

Solutions have already been suggested. Multiple times. Unfortunately your idea is too subject to abuse to be workable. And starting to throw fix after fix at it, makes it more clunky and harder to make work than one of the existing ideas.

We might get a Perm Tourny, we might get a no tranfer sandbox. We might get score regen to help the low game (which is by the way the other coin to no changemonths that has seen me stick with my character this time. Apart from not having a "Oh Shiney, Want to try that" or "Bah my Strat is now crippled" changemonth experience to temp me to start again, the low game is *so* bad I cannot see myself ever wanting to pay through it again).

But we've already asked for these. With a Rolling bonus on top! ;)

Zenai [Cult of the Valaraukar] August 4 2010 10:36 AM EDT

GL: In all fairness ALL of the ideas proposed in the past are:

1) Not truly Finished.
2) Affronted in the exact same way as this one.
3) Had MORE fixes thrown at it than this one.
4) Took far longer to work out.
5) Could've been a lot better if players had not bombed it into oblivion.

Over all yes we have a TON of General Ideas but having another is not bad bro. An Idea can come from an Idea. Who is to say that this particular Idea would not have a part taken from it to form a far superior fix? Sometimes it is the Amalgamation of ideas that lead to something real and viable for both Player and Developer.

AdminQBGentlemanLoser [{END}] August 4 2010 10:47 AM EDT

I'm sorry Zen, but the Roling bonus was fully fleshed out, the no transfer Sandbox didn't have *any* negatives (apart from the work to implement it, but all suggestions have that) and as long as we have the mechanical ability to run a second Tournament, then nor does the Perm Tourny.

All that's left now is the development time / inclination to put these into effect.

This new idea is open to abuse and the OP specifically asked for those o be poined out.

Cons with this change: I see none, but I'll wait till some people make some up here shortly when I get some responses.

AdminQBGentlemanLoser [{END}] August 4 2010 10:50 AM EDT

At the very least, the good point about this idea is that the random drops (which no one has countered this point yet) would have to be scrapped.

Which I would see as a positive, as the random drop system I feel is still a failure.
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