So as long as we are asking questions…what about champ trains and event trains “ruining the economy”? I’ve seen this argument as the reason that the champ trains and event trains were nerfed. Apparently, according to some, that they were nerfed because too many people were making too much money, and that was bad for the economy as a whole. Can you shed any light on this? Or were they in fact “increasing inflation” as has been claimed. Thanks!
I’d be interested to hear about champ trains, too, but a slightly different directions. Do you have a hand in sort of attempting to guide the zerg towards events that will help balance the economy or is that primarily something done for the sake of gameplay?
And as for champ bags, are these used as a testing ground for experimentation? Seems an ideal control given that it’s usually the same players every day.
Champ trains were a mix of things. I said before in my blog post that we wanted to redistribute content participation a bit and that was definitely true. Do they add input into the economy/money supply? Sure, definitely, how could they not, but that is by no means the entirety of the reason for the change.
Second question:
With stuff like this I try to intervene on a more macro scale and provide input, but we have experts in design that are much more suited to creating guiding events and objects of that sort.
Lastly, are the bags an experimentation object. I would say no, the game is live, nothing is an experiment. Every change we make is with the intent of it being successful.