Apology accepted Zard.
Ok. So let me re-write my proposal with all the feedback received thus far. It won’t address everything. But it’s better than my initial proposal as I add others feedback in.
Alright, the biggest concern is the removal of tickets and speeding up of early game:
Currently, you need tickets in addition to keys to attempt a mission. The real limiter here is tickets and not keys as the key session lasts 1 hour. More than enough time to burn all you tickets twice over if not more.
The ticket requirement is more or less there so P2W players can throw their gems at ticket refills. While, the key limit is to prevent or reduce overspending.
Now everyone has a clearer idea of why each are in place. Let me address the removal of tickets issue.
To keep the P2W players happy, they will be able to refill their keys. But they can only refill them using a gem once every hour. Therefore, early P2W players get a better deal, they get 3 goes per gem instead of maybe 1 or 2. Sure the devs won’t be getting as much as the old ticket setup. But I believe it’s a good balance and the right thing to do, to limit the key refill to once per hour.
The keys will refresh one at a time at the rate of 6 hours instead of the current 12. This is so F2P players don’t get hung up on ingredients and I believe will be comparable to the current ticket system. Considering that most people will use the rank up trick to have 2 runs at the mission they chose per key.
The downside is obvious. We will be able to spend the tickets on other things and not to mention, we no longer need to wait for tickets to return in order to maximise the number of attempts at an ingredient mission. This will obviously speed up the early game. The real question is, how much will this speed up the early game? As someone who has just recently gone through it. I can say, not much. I rarely grinded in the missions cos I didn’t need to, I was able to get most of what I needed from playing the stories, events, etc. And probably the most overlooked aspect is that early gamers have very low ticket capacity. They get refilled in an hour or so. The real limiter when I needed the ingredients wasn’t the tickets or keys. But rather getting the event ingredients.
Also, keep in mind that players can always refill their tickets, so an overflow of ingredients is an invalid argument.
The next point is, players can stock up during the ticket refresh time. I see this as a good thing. It gives players something else to do while they wait for their tickets to return. And when they are ready to use the ingredients, they can do so without having to make special time for it. (When you take time out to do something, it’s a chore. But if you do something else while waiting for another thing. It’s no longer a chore, you’re killing time - unrelated, but this is why most taxi drivers love to talk and drive). This makes the game feel less draining and keeps people interested.
The key point here is, the focus should be on the stories and events, not the basic ingredients grind.
Hopefully that addresses the concerns with removing the tickets.
Now the mechanics of the new basic ingredients grind:
1 key = 1 entry.
Each entry allows a player to put their team against say 40 monsters. Within every 8 monsters is an ingredient monster (there can be more, but at least one will appear). Once the ingredient is defeated, you earn that ingredient at the end of the battle regardless of whether you defeat the full 40 monsters or lose. Obviously, there will be a bonus for defeating all 40 monsters.
However, as many have said, the entire game does not have such a base foundation to use to create such gameplay. So an alternative is to use the level approach found in the first ones stories.
1 key = 1 run.
A run does not have a time limit. You can play level 1 then comeback and play level 2 several days later. To end a run, tap the end run button. In which, the level will reset back level 1. In order to start a run, you will need to tap the start run button and that will cost 1 key.
The rewards and challenges will be the same as per the original wave approach. Each level is harder than the previous, but better rewards. Obviously, won’t be as hard as SCB (unless we are getting the same rewards). With the exception you need to win the challenge in order to recieve the ingredients.