Feone wrote:The shortage became significantly worse right after a patch making it harder for a large portion of the player base to sell their keys. [/list]
I guess you're right that "drawn and quartered" is significantly worse than "bleeding to death".
It had already hit the "months" delay because of rising demand and not as fast rising supply, then CC put key flipping out of its misery by lowering supply. (sorry, "key market was great until CC killed it" misrepresentations just annoy me; it was already on a steep decline.)
Cloudcade has released a whole slew of changes focussed on making gems scarcer, and more needed.
- Killed the main endgame gem source with key trading.
- Made it harder in general for lower levels to trade away their gems.
- Increased prices on various upgrades.
- Marketed gems more aggressively. (Buy gems popup for a month anyone?)
Gem pricy, gold cheap, good for business.
Don't expect any attempt from Cloudcade to change this. (Besides, key selling was broken, if they do change it they should just give us other options for getting keys/gems.)
@1: I really want them to replace this dumb gold -flip-> gems -> chest opening mechanic by some other way to turn gold into progress for later game players.
(yes, I annoyingly am flipping chests to to do something useful with the gold left over after doing my part in keeping the city boosted
@2: I don't necessarily find it a bad thing to prevent newer players from going for the 'fast "high" of lots of gold by trading away later game progress'. Besides, the desire to trade away gems/keys for newer players mostly exists because late/end game players with their near infinite gold create the overinflated price demand (point 1)...
@3: too lazy to look back my forum comment on it, but IIRC it was a small buff to craft slots, about neutral for quest and big nerf to trade slots. (ugh, not awake enough yet; thought there was a 4th slot upgrade that also got a neutral-ish change, but can't think what it was)
@4 - popup: for that one I personally go with https://en.wikipedia.org/wiki/Hanlon%27s_razor
"Never attribute to malice that which is adequately explained by stupidity". Some of the last few updates have kind of indicated that things like package start and end dates are very likely hardcoded into the client app, so likely such a "oh, let's add a gem advert for new players." with a typo causing it to show to everyone, hardcoded into the app will lead to it showing until the next app update. Of course a client app should never have such things hardcoded in, but fetch them from the server-side database, so they can be turned off/on/changed as easily as these "player appreciation" gifts...
(I wish there would be a knowledge base of pitfalls to avoid for new game companies; I'm sure "for a client-server game, don't hardcode anything into the client app" and "for a multi-platform game, don't sole-ly rely on doing updates through the stores" would be on there... ) </ramble>
as of 2016-09-11: Player level: 44, City: Eolythes, Blueprints: 517, Mastered: 419, Crafted: 78.61K
(except for tier 1 and some tier 2 artifacts mostly running my shop/gearing self sufficient)