Gems Adjustments - Consistency, Human's Negative Bias and Loss Aversion Bias
1) Instead of a random 1-3 gems after battle, just always give 2. It's the same amount on average. But it would feel more consistent. That way you know you will atleast get to pick 2 options. It also limits how unlucky you could be.
2) Due to human's negative bias and loss aversion bias, the lose 1 gem to randomly gain 3 gems at 50% chance, feels bad. On a lucky day you gained 2 gems (-1+3=+2) and on what feels like the other 90% of days you just lose 1 gem (-1+0=-1) and the chance to do something at that location. On average it's 0.5 gems (-1+3*(0.5) = -1+1.5 = 0.5) and a location use.
Why not instead just be free and randomly gain 0-1 gems. That's still 0.5 gems on average. It's still random. You still have to waste the location. It's just a little safer.
3) Make all locations have a free option. For example upgrading cards is a neccessity but sometimes you only have 1 gem and everyone picked forge and now you only have 1 unique option of the total 9.
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16 Mar, '24
DezyHighlighted comment
I second this, ruins are the most consistent annoyance in the entire game and it would be nice to just get 2 gems instead of worrying of bricking the run -
14 Mar, '24
mohebn1. its always 1 gem from normal fight and 3 from bosses.
2. yeah the ruins does feel useless compared to others except for the mana in front of a boss
3. thats on you if you pick the upgrade when you can clearly see what others pick. either pick something else or be glad you helped someone else with an additional upgrade -
14 Mar, '24
WhiteyAgreed about the ruins. I stopped picking the gamble because I've been on a 8-try lose streak a couple of times, but I've never been on an 8-try win streak.
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16 Mar, '24
WarchonAs others already said, the gem distribution is based on whether you personally had a boss on that floor.
The only thing I'd say is that when you get multiple bosses on a floor the reward doesn't change despite it getting a lot harder depending on the combination you end up with. It would be nice if there was some compensation for when that happens. (I can't imagine what would be balanced since gems are a pretty big swing, just a consideration the group I play with consistently has discussed.)
I do understand you can communicate this ahead of time but it feels a bit ridiculous to make new characters to try to get around it. -
25 Mar, '24
steveCame to the feedback forum specifically to ask for changes to the Explore option! Paying a gem for a chance at 3 gems is just way too swingy. If you miss even once, the action feels like it was a waste of time. You lose one action and one gem immediately, but then you usually lose access to other good options later because of the deficit you incur; even just that -1 can cost you big. I've beat the game with a friend a few times and as far as I can tell, it's just a terrible option because you're risking 2+ other options later if you miss.
I also agree with the OP that I'd enjoy it if each floor had a free option, just so I felt like I wasn't leaving so much behind, but this is secondary to my desire to see explore not be so terrible. -
14 Apr, '24
TomI want to second this. The gem economy doesn't feel great to me right now, and I think each floor having a free option would help. Alternatively, if rebalance the economy so normal floors give two gems. It just feels like you're scrounging for gems so much when spending gems at locations is one of the most fun parts of the game.
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06 Sep, '24
TheMyrManI think the gems after a battle (1 generally, 3 for a boss) is fine as is, no changes needed there, but I'm upvoting this mainly for the 2nd point (the Ruins location option) - the bigger swings of spending 1 for a possible 3 (net +2 allowing you to afford a forge or exorcism etc) is pretty sweet, but I'd feel much happier about picking the Ruins location option if it was a 0 cost 50% chance for a gem. Then it'd be a location where I look at the Ritual to see if it's an artifact I like, and otherwise consider if I need extra mana for the next battle or a chance of an extra gem. Would make losing the roll feel less bad, since you're just spending a location option instead of that AND a gem, and even though the upside of winning would be less overall the change would be positive imo.
And with the forge, if it's going to pick a random card from my deck, maybe we could make that free. My suggestion would have been just let us know what it would upgrade like the 1 gem option at Sage/Armory