I think this would completely undermine any potential NPE retention.
**New players need to feel progress or they will have no reason to stay. **
The issue I'm seeing is that a single Rshares factor is used for both SPS and also for Soulbound tokens and it is already very top heavy. Increasing the exponential factor will only compound this problem and progress will seem impossible for players without existing skills, soulbounds, strong decks, or sufficient SPS to feel like progress is possible and they will simply move on before they get hooked.
I think it's fine to have SPS distribution weighted towards higher ranking players. But the glint rewards need to be disassociated from the high exponential rating of rshares.
We can already see - the high rating players are getting too many rshares that they are bored with the shop and need jackpots.... while lower league players are still screaming about how many cards they are missing and yet unable to get to their needed level. If the intention is to scale monetary rewards with in game assets, then perhaps lower ratings are about getting glint, and higher ratings still get glint but they also have the monetary prizes (SPS)
I'd actually suggest keep rshares calc the same.
- For SPS, make it Rshares * Rating to get it to a ^4 factor.
- For Glint, make it Rshares / Rating to get it down to a ^2 factor.
Then slowly reduce the incidence of sellable glint rewards.
This would allow lower rating players to grow their soulbound collection at a reasonable speed and experience progress that way. Meanwhile, higher rating players will still get more glint than lower rating (since glint factor is still rating^2) but get a higher share of SPS (and lets be honest, they need it for staking multipliers anyways)
Hi, thank you for taking the time to read my comment and respond. I think that you raise a valid point and I agree with you. Adjustments like this would need to be made to keep the new player experience in mind.
I mostly wanted to raise the point that the formula used to distribute rewards is inherently flawed and unfair in the current state of the game (at least in wild) and encourages creating many accounts, therefore botting, and that we can address the bot issue by making a very simple change to a formula, without having to introduce complex new systems like CP requirements, minimal card levels, or having to buy a license to play in wild that make the player experience worse in my opinion (e.g. having to balance creating the best team and rewards due to card levels when creating teams). Note that all of these solutions were removed in the end because they did not end up solving the problem. They are an inconvenience for everyone, including botters, but do not address the fact that to optimize your earnings, you have to create many accounts.