I’m creating this post, to share with you my thoughts and my rework idea of the Trainer Card System, in hope that it could be upgraded and improved.
The goal of my rework, that I wish to present to you today, is to ameliorate the lottery based trainer pack system that we’re using now. Admittedly the trainer system in it's current form is still exciting, but the sheer randomness of trainer card drops and the number of card combinations is just too harsh, to put it mildly.
I’ve invested a lot of thought into this over the years, (since we adopted this new trainer system) trying to figure out how to rearrange things, expand them and balance them, so the trainer system could be more satisfying experience for players and hopefully for developers alike.
It wasn’t an easy task by any means and I’m sure there are many different approaches or solutions, on how to improve the trainer system. In the end, I’ve decided to create this one. It's simple and effective. And looking at our game chat, it seems, that none of the players are satisfied with the trainer system in its current form, which clearly signals, that there’s a lot of room for improvement. I am aware that there is little chance of seeing my rework of the trainer system being implemented in the game, but hey... here are my thoughts on the matter and how I feel the system could be improved, if we decide to adopt these changes.
Let me explain how my Trainer System rework functions. I designed the change to the system in two parts. I created 2 infographic posters covering each change to the system in detail, so it will be easier to see, what I had in mind and how the design of the change could approximately look and work.
On the first infographic poster (that I will post bellow), you will see the idea behind the first change to the trainer system. This first change is really just an expansion of the current system and changes only one thing. It adds 'tactics' to the game. What are tactics? Well, we currently use 14 Bases in the game. I’m sure you are all familiar with all of them.
14 Bases include: Attack Bonus, Bleeding Bonus, Pin Bonus, Submission Damage Increaser, Direct Damage Increaser, Submission Bonus, Initiative, Stamina, Block, Dodge, Pin Opposition, Health Points, Escape Submission, Damage Reducer;
So my first change to the trainer system deals with these bases. I've divided all 14 Bases available in the game in 2 sections. I named this two sections 'tactics'.
1) Defense tactic
2) Offense tactic
Defense tactic consists of 7 Bases and Offense tactic consists of 7 Bases. Offense tactic deals with offensive bases and defense tactic deals with defensive bases. Each of those two tactics covers 50% of bases in the game.
OFFENSE TACTIC INCLUDES: Attack Bonus, Bleeding Bonus, Pin Bonus, Submission Damage
Increaser, Direct Damage Increaser, Submission Bonus, Initiative;
DEFENSIVE TACTIC INCLUDES: Stamina, Block, Dodge, Pin Opposition, Health Points, Escape
Submission, Damage Reducer;
So, my intention here was to give players a choice which tactic to train. Do you want to train your offense or your defense? Of course you’ll need both to assemble your wrestler’s build properly, but choosing your priorities is a form of a strategy (strategy that we no longer have, because our cards come pre-generated randomly for us by the engine). So, placing some strategy back in players hands would be very appreciated and welcomed.
I personally think separation of bases in 2 major groups/tactics (Offense & Defense) makes a lot of sense. And just by making this separation alone (splitting all bases in 2 tactic groups, Offense & Defense), a player’s chance of getting a better card drop from a card pack is increased by 50%. Which sounds so much better right away.
Now, here is the first poster explaining this change in greater detail. I’ve also added the math behind the card drops and packs themselves, so you can see what the numbers and our odds are.
*** Bare in mind that the math on the poster is not completely accurate, because of the energy card anomaly. ***
Energy cards completely unbalance and break the formula of calculating odds, because the energy cards can be implanted in every pack, with unpredictable quantity and their drop rate % is abnormally high compared to all other cards in the game. In my estimations, energy cards drop up to 10x more frequently then any other card. That is why I had to, round up the combination numbers on my poster and consider an energy card as one of the bases. when in reality energy cards will drop even more frequently, then my formula on my poster predicts.
Possibility of Energy Card implantation in each opened card pack:
- 3x Base boost------------------------[ 1,1,1 ] % chance ?
- 2x Base boost & 1 energy card-------[ 1,1,0 ] % chance ?
- 1x Base boost & 2 energy cards------[ 1,0,0 ] % chance ?
- 0x Base boost & 3 energy cards------[ 0,0,0 ] % chance ? (* No proof if this scenario is even possible)
Change 1 (Poster 1)
OK, so this concludes the first change to the trainer system, now that you’ve seen how it works and what it entails. This change is a standalone change, which means if developers decide to use it, the changes to the trainer system end here.
But in case, if we wanted to build upon this first change and expand it’s potential beyond its confines, we could do that. That is where my second change to the trainer system comes in. I’ve made both changes completely compatible in a way, that they can both be used together as one change, if we decide to do so. Let me explain how we can achieve that.
The second change to the trainer system, brings to us players another layer of strategy/choice. This change expands the first change, by making the Bases inside the Offensive & Defensive tactics, directly selectable by us players.
In another words, we can choose our base directly from the Offensive & Defensive tactic menu. So, if you opt to collect a ‘Stamina base set’ for example, you would choose a Defense Tactic on the page menu, and then select a Stamina Base from the Defense Tactic base menu (by clicking on the arrows left & right) and then buy a trainer pack of your choosing (bronze, silver, gold, legendary). Any pack you buy and open (after selecting your base—in our case Stamina base) will generate a Stamina base card.
This second change, if applied, would further increase the chances of getting the card you want.
The second poster shows both changes (first + second) working together as one change, or one mechanic.
Change 1+2 (Poster 2)
And here is where we encounter the restrictions, which are placed there to balance things and to please the developers. In order not to make things “too easy” for us players, (card drop wise) game developers would need to put some restrictions in, to make things harder. And these restrictions can come in different forms.
I suggest using these 2 restrictions. (both restrictions are shown on the second poster) I’m sure developers can find other restrictions on their own, besides those that I proposed. There are other ways to restrict card drops and it’s up to the developers to create them in any form they like (if they feel the need).
I propose these 2 restrictions:
1) Trainer Pack Reducer
- Each opened pack, generates only 1 card (as shown on the poster)
- The prices for trainer packs can stay the same as now, making the packs very expensive to buy, considering the fact, that you only get 1 card from a pack and not 3 like now.
- The prices for trainer packs can be adjusted by the developers. (even higher trainer point prices?)
2) Tweaking the % chance of card drops
- Each card inside a base pack can have the same % chance to drop
- Each card inside a base pack, can have a tweaked % chance to drop (devs can set the % chance for each card)
And you might have noticed an optional thing, that I’ve included on the poster above. And that is making the Tournament Points a purchasable option for buying card packs. Making card packs purchasable with Tournament Points, increases the need for Tournament points. Which in turn raises the demand for Tournament Points, by farming them or buying them. Although I proposed this possibility as optional, it is well worth thinking about using it, as an additional way to drain Tournament Points.
Well, that sums it up. I don’t want to make the post even longer then it already is.
Oh, and as for those two handy buttons bellow the generated trainer cards “Store & Recycle”, I think those two buttons are just “quality of life” add-ons, that would sweep away some of the unnecessary work. (It's a chore to browse through the enormous collection of several hundred cards, with absolutely no way to filter, mark, group or arrange them). So, Store & Recycle buttons would at least add that one basic missing option, what to do with the generated cards, before they get transferred in the sea of other cards already in our collection.
And lastly, if both changes to the trainer system would happen to be implemented in the game, the monthly event rewards and all other rewards that give trainer packs, can be removed from the game. And instead of trainer pack awards, all rewards would simply yield Trainer points, which is the main currency behind the cards and the currency we all need.
If anyone has any questions about my trainer system rework, let me know, I’ll be happy to answer any questions.