Boost Crystal Gachapon
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Players will be able to purchase “Boost Crystals” for 50 Units ($1.85)
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Unlike other useless crystals that yield nothing useful 90% of the time, boost crystals will allow the player to use specific boosts for a limited amount of time that will allow them to progress through tougher areas of the game as well as provide an enhanced experience that will make the player want to play longer.
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Boosts will be activated for 2, 4, 12, 18, or 24 hours on players (depending on boost level / rarity) and will disappear once the duration has finished. Boosts will count down even if the player logs out (similar to keeping track of each player's energy)
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Boost crystals include
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Bleed Damage Boost - 2x amount of bleed damage done to targets (if hero does not have bleed this crystal activates a level 1 bleed on the used champion)
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Stun Duration Boost - add 5 seconds to stun duration
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Special Damage Boost - all activated abilities do 2x Damage
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Critical Chance Boost - Critical chance increased by 100%
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Critical Damage Boost - Critical Damage boosted by 100%
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Hit Point Boost - Players now have 50% increased HP
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Defensive Boost - Players now take 50% less damage
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Shield Wall - Players no longer take any damage when blocking
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Mastery Boost - Players will have access to 10 extra mastery points
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Special Bar Boost - Players now gain 2x the amount of special gauge gained from attacking / being attacked etc.
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Special Bar Start - Players now start battles with their full special bar.
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Chances to win:
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4 Hour Long Boost: 60% Chance
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8 Hour Long Boost: 20% Chance
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12 Hour Long Boost: 10% Chance
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18 Hour Long Boost: 8% Chance
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24 Hour Long Boost: 2% Chance
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Cash Values:
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4 Hour Long Boost: $ 0.50
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8 Hour Long Boost: $ 1.00
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12 Hour Long Boost: $ 1.50
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18 Hour Long Boost: $ 2.00
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24 Hour Long Boost: $ 3.00
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How much does the player pay per spin?
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50 units ($1.84)
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Expected Value: E(X) = x1P1 + x2P2 + x3P3...
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.5(.6)+1(.2)+1.5(.1)+2(.08)+3(.02) =
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.3 + .2 + .15 + .16 + .06 = 0.87
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$0.87 Expected Value
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This is advantageous to both the player and the developer.
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The Developers main purpose is to gain money from their product by monetizing the player, which this item effectively does at a $1.85 Purchase Price and a $0.87 Expected Value.
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The Developer also benefits from this product because it entices the player to stay in game longer as the boosts will “run out” even if the player is not logged in. This is intended to foster a sense of commitment in the player teaching them to spend more time in game thus making the player more invested in the game which may eventually lead to the player purchasing more in game currency / items.
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The player will gain a much needed boost that allows them to enjoy the game more. Putting a value on that experience is hard to do. Once a player is able to complete something that they were previously unable to complete using this boost method, they may feel like the value of the item heavily outweighs the cost of the purchase, which was my intent.
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