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#### [Updated] Nerf: Quoins in "Ticket to _______" upgrade card locations count towards daily limit, with some exceptions

UPDATE: We are going to switch to a different way of limiting the rate at which iMG/currants/mood/energy/favor can be produced through the use of ticket cards: quoins in these locations will again be exempt from the daily quoin limit, but their use will limited to 11 times per game day.
In addition, (a) the price of activation will go up slightly for players with higher quoin multipliers (b) you will be able to 'eat' tickets to return most of their purchase cost.
We'll be releasing this change tomorrow [Weds, Sept 12] and will post here when we do. UPDATED: This is now launched.
So that the ensuring discussion makes sense, the original post is preserved below:
______
Until now, quoins you collected in the "Ticket" locations (listed here) did not count towards your daily quoin limit. (Actually, at first they did count, but we changed it because it was sucky to use one of the cards and then find that you couldn't actually collect any of the quoins.)
Now, the quoins you collect there do count towards your limit, BUT: if you hit your limit in one of these locations you can keep collecting until you are done. (When you are at your limit, you will not be able to activate another card until the new day.)
The motivation for this change is pretty simple: for players with large multipliers, it was overwhelmingly more "profitable" to spend each moment using the tickets over and over. The tickets were meant to be fun, but if you do 150 of them in a row they cease being quite so fun :\
Also, now that we have sharding, being at your limit isn't as bad — you can still join in a sharding party and reap the quoinly benefits.

Posted 93 days ago by stoot barfield | Permalink

### Replies

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- stoot, your clarification about things being out of whack makes sense, but the "are they really that fun?" argument is a dead end.
  Is it really fun to ride the subway 500 times? Or make 1000 potions? Hell no, but (excepting a few mutants who love repetition or have a zen thing going on) we do them because the game incentivizes insane behavior, and for the most part we are crazy people here to play a crazy game.
  I understand your position on this particular issue, and frankly it doesn't affect me because the thing I try to minimize when playing Glitch these days is the loading screens (which keeps me out of Juju Town), but I thought I might suggest you not phrase things that way in the future.
  I mean, the whole game is an elaborate concealment of grind, so it seems odd to focus on any one aspect of that and say it's silly. It's all silly!
  Posted 93 days ago by Biff Beefbat | Permalink
- @Flowerry Pott - The term "exploit" in the context of software refers to something that can be used to produce results that were not anticipated or intended by the software developers.
  In general, the developers of Glitch intend for it to be a balanced game in which there are many more or less equivalent paths to gaining iMG (and currants). When players discover one method that is vastly superior to others, that can be considered an "exploit" because it has results other than what the developers intended.
  The term "abuse" is sometimes used in connection with an exploit because, unlike the use of other game mechanics, the intensive use of an exploit can, as stoot puts it, "break" the game.
  Game balance is not all that important to some players, but it is to others. In order to be successful, I think Glitch does need to be a balanced game. If the game is not balanced, that will drive some players into having to choose between doing something that's not fun for them or giving up on a score-keeping aspect of the game that they enjoy. I think this is the point stoot was trying to make, though I can see how it may have been misunderstood.
  Posted 93 days ago by Splendora | Permalink
- Man, I'm sad now. Now I have nothing to look forward to appearing after a reshuffle.
  Posted 93 days ago by Meromorphic | Permalink
- I don't have many cards and I have only used them a few times to level, but I disagree with this decision for two reasons.
  First, why do MAJOR changes in glitch just happen? At the very least, announce the feature a day or two before and get some opinion on your changes. Even some of the most terrible mmo's out there give their players this respect so that their gameplay experience isn't suddenly brought to a halt without warning.
  As a yellow farmer/trader I can sometimes keep up to 40k yellow in my store, am I going to wake up tomorrow and find out they are worthless because of a change in vendor price or seed donation img value? (Yes, I am prepared for this to happen. But no, i'd rather it not.) Unless using cards was considered an exploit, then some warning should have been given so that people could use their existing card stocks before the change was made.
  Second, I feel like this change wasn't thought out very well. Perhaps the entire system of upgrade cards needs to be changed. Doing this doesn't hurt the high level characters that already profited off of this, it hurts those of us in the lower and mid levels that were using cards as they were intended or occasionally saving up to buy a few dozen so we could quickly use them to get a nice one time haul of IMG. Why not have come up with some kind of diminishing return system based on level instead? Now I see no reason at all to ever use an upgrade card. It's not like the maps are fun, at least not since glitch's performance has been in decline the past few weeks. When you hit the right key and you fly halfway across the map it just becomes a chore.
  Oh well, I honestly won't be impacted by anything until yellow gets its due attention, but I hope when its time comes, it is handled with much more care by TS. Just my two currants.
  Posted 93 days ago by Ramus | Permalink
- If you all want to see the upstart of a real frenzy, watch what would happen if all those now upgrade cards became obsolete and new ones came into play ,such a frenzy to get those collectables I tell ya.lol.
  Posted 93 days ago by Jellybelly Baby | Permalink
- Going to have to admit this disappointed me a little bit. I'm not like, totally mad, because I get that my way of using them was sort of exploitative, but I think something should be done to incentivize the whole thing a bit more. Personally, when I gather quoins that apply to my limit, I only collect imagine and currants. I have no use for mood and energy, as my energy is very high and I prefer to use food when I do need energy, because the Imagine is pleasing I save repairing things for when I need the mood, so I pretty much never use drinks or gather mood. To get to the point, I mention all this because I will probably no longer use the cards because getting the mood and energy will ad to my quoin total and not allow me to get the imagine and currants I am trying to gain. If this could be fixed I wouldn't be disappointed with the tickets anymore, but as it is, I see no real incentive to play them more than once, which makes me not want to get them when I reshuffle.
  Posted 93 days ago by Grupletruge | Permalink
- I don't see what it matters if a handful of players "get ahead" (level faster) by playing in a ridiculous manner. Leveling brings NO BENEFITS - no energy tank increase, no cash bonus, and there is nothing for me to spend all this IMG on. It may bring a place on the leaderboard, but if it spoils the game for some players to see other people higher on the boards, then why not abolish the boards? Or levels? Or prevent the college students and stay-at-home moms from playing all day when I have to go to work? *It is so unfair.* ;)
  As for stoot's category of "fun", like many others in the thread I don't see why TS thinks that teleporting ten thousand times is part of the fun here, and doing radial heights ten times a day is not. I was having fun and now I'm not sure what to do. Oh, maybe I'll go brush ten thousand foxes! JUST KIDDING.
  Posted 93 days ago by oscarette | Permalink
- @ Splendora Excellent summation of a common perspective. I concur.
  @ Moehr Ossum Multi-player use of these tickets would be great! Sharding would be awesome indeed!
  Posted 93 days ago by Pascale | Permalink
- @ Oscarette I think more troubling than rapid leveling (which is, after all, just a label) is the imbalanced accumulation of iMG.
  I went from Level 59 to Level 60 much faster than I expected, largely due to using the tickets. I'm also sitting on an enormous stockpile of iMG… and the game currently has nothing for me to spend it on. (I have a huge energy tank, and the only cards in my deck are tickets and energy upgrades I don't need.)
  I'm assuming that eventually new iMG sinks will appear in the game, but quite understandably players like me are not the focus of current development efforts. I will undoubtedly keep amassing ever more iMG, but not at the ridiculously overheated rate that the previous ticket structure offered. That's a good thing.
  I fully agree that a nerf of some kind was in order: the tricky thing is figuring out what kind is best. I've already registered a vote for a ticket cooldown period (which effectively would limit the number you could play in any game day).
  I've got a pretty big stockpile of these tickets (mostly the ones I didn't enjoy as much as others), which I suspect I'll end up trying to find creative ways to give away. For me, it's not that much of a burden, as I literally have been getting offered up dozens of them in my deck every day. If they would stack higher, I'd give them to my butler to hand out.
  Posted 93 days ago by Pascale | Permalink
- The multiplier doesn't apply to crazy quoins so maybe making it so those don't apply to quoins limit
  Posted 93 days ago by Nirosu | Permalink
- You know, I would mine/pet/nibble/harvest/etc more if the rewards scaled up with levels. After you hit level 30odd 12iMG per action is like dropping tiny mist drops into a very large empty bucket.
  Contrawise, when you have the high Quoin modifer ...
  Posted 93 days ago by lazulisong | Permalink
- <------------ so glad I leveled up before this hit.
  Thank you TS :D
  Posted 93 days ago by Li'll Missy Brenda | Permalink
- Quite late in responding, but
  @Rufus T. Firefly
  "Sorry Makai, you've obviously not been involved in game (or web) development."
  You're quite mistaken. I was actually speaking from experience (I run a small web game, about 1.5k players active, 100-200 online simultaneously, 3 years running). There is a lot of guesswork involved in game development, particularly multiplayer experiences, because each individual player's gaming experience is unique and each change will affect and impact different players... well, differently.
  Sometimes you didn't guess enough, sometimes you guessed wrong. There's nothing wrong with that as long as you're willing to fix the issues that come up, which TS has so far shown that they are.
  "And to the idea that somebody shouldn't comment if they don't like something is ludicrous. "
  That's not what I said at all. Accusing TS of griefing its players is accusing them of not caring at all about its playerbase. And if you believe so, why even bother trying to sway them? If they don't care, they won't take action anyway.
  also, unrelated to the above:
  "First, why do MAJOR changes in glitch just happen?"
  Because the game's still in beta, and beta means it's a work in progress. Changes in works in progress just happen, even if you already have people playing the game. Alpha and beta are testing phases for unfinished games - once the game has been released, then major changes should definitely not just happen.
  Basically since new things are added over time, while there are already players, older features may end up out of tune with new ones, or just the way people play changes over time and what wasn't a balance issue before becomes one. That's exactly what beta is for, actually - to work out these issues and make the necessary changes before the final release, so as to not have to do this later.
  Posted 93 days ago by Makai | Permalink
- qqs already don't apply to, and are not affected by, the quoin limit.
  Posted 93 days ago by Fnibbit | Permalink
- Lazulisong: Yeah, I kinda wish things like scraping barnacles gave me a little more iMG. I do feel a bit jipped going and getting construction supplies compared to when I randomly walk a garden route and tidy things up just for fun. I like building my own tower and furniture, and I'm not a number-cruncher, so I don't know how it works out energy and time cost to iMG production, but it *feels* like I get less iMG for doing tower and furniture building than for gardening. Will it stop me doing that? No, I'm not a power gamer either, so it's not a big deal.
  This change will have zero effect on me! I activate only one or two cards even when I have more laying around, as a little extra fun. It's nice to spend a little while in the different physics, but not too long! On the other hand, I do Les Mis every day because zomg that's a lot of iMG for a simple puzzle that I kinda like doing as a zen thing. It would be cool if the pattern changed on that, but I guess that would be a lot of work because you can't just set it to random (that might produce unsolvable arrays).
  ...Sorry for rambling. Looooooooooong day. Not going to go back and rewrite to be more coherent though. XD
  Posted 93 days ago by Faranae | Permalink
- Because I bet some people are curious, here are the three leading contenders for how to make it better:
  1. No More Hard Quoin Limit (anywhere, not just in ticket locations)
  Instead of not being able to collect quoins at all when you reach your daily limit (which is the current behavior), we change things so that the amount you get is progressively reduced as you collect more.
  For example: when you hit your limit, quoins are only worth 50% of what they are worth normally; after you collect another 25 quoins, the value is cut in half again so that each quoin only worth 25% of its normal value; after another 25 it is cut in half again, and so on.
  Using this method, the quoins in the ticket levels would still count towards your limit, but the price would automatically adjust (get cheaper) as you went past your quoin limit. You could use as many cards as you want per day.
  2. Cooldowns on Tickets
  In this plan we'd revert today's change so that quoins in ticket locations would again be exempt from the daily limit, but there would be a waiting period between uses of the cards.
  For example, the first and second cards could be played at any time. But, after the second card there'd be a one minute wait until you play a third card. And then there'd be a two-minute wait before you could play your fourth, a four minute wait before you could play your fifth, and so on, with the cooldown length doubling after each use. (If that doubling did not stop at some point, this would mean an effective limit of 9 card uses per game day.)
  3. Increased Cost for Higher Quoin Multipliers/Multiple Card Uses
  In this plan we'd revert today's change so that quoins in ticket locations would again be exempt from the daily limit, but (a) the cost of activating the cards would start to increase a little faster once your get a decent quoin multiplier and (b) each card you used in a game day would also get slightly more expensive to activate.
  For example, rather than a fixed cost of [20x the player's quoin multiplier] to activate the card, the cost might be 30x when your multiplier gets to 50 and 50x when your multiplier gets to 100. And, each use of a ticket card after you third card in a given game day would get 10% more expensive than the last (so, with a low multiplier, the activation costs of your first three cards would be 20x your quoin multiplier, the next would be 22x, then 24.2x, then 26.6x, 29.3, 32.3x, and so on.
  Posted 93 days ago by stoot barfield | Permalink
- Really, people are just whining because they can't get free and easy iMG. Suck it up and play the game.
  Posted 93 days ago by WalruZ | Permalink
- Okay so debating aside, it seems some of the best ideas for improving have already been given, but here are some nevertheless (most if not all already suggested, probably):
  - Keep the quoins counting toward the daily limit and reduce the multiplier significantly if someone's already hit their daily quoin limit (or just make it drop to 1x for img quoins). Capping a quoin's value works too. That way there is still some benefit to using the card (and the qurazy can make back the entry fee) and you can still use it to farm a little extra img per game day.
  - Keep it as is but remove the entry img fee and make it so the cards are usable so people can still benefit from the qurazy.
  - Have the cards' cost scale with a player's level instead of be at a fixed 25i (would do nothing for the cards that already exist, but still).
  - Make the cards considerably more rare or make it so they come up a limited number of times a day (again, would do nothing for the cards already there). This could be complicated for high level players who have full tanks/brains/multipliers and can get nothing but upgrade cards, but maybe some kind of new card could be introduced to compensate for this - like one that refills your energy or mood, or something similar to gameshow tickets.
  - Restrict the amount of img/favor you can gain daily from cards, and once you've hit your limit just warn the player that they can no longer gain any img when they try to activate a card (orrr disable using cards right then). The amount you can gain is restricted for things like donations, so that would make sense.
  Annnd I'm out of ideas.
  Edit: Ninja'd by staff, but I'll leave these here anyway.
  Posted 93 days ago by Makai | Permalink
- Oooh, #1 is REALLY interesting!! As long as there were some communication (presumably in the click-the-clock menu) about what was going on, then I think that'd be super-awesome.
  It would allow players to choose if the decreased img returns were worth it. Different people would make different choices, and may not even choose the same thing all the time.
  Plus, with so many people talking about limits, and with quoin sharding being a fun thing now, it seems like having no hard limit to quoins in any location could be really neat.
  (Also, #2 subjectively feels more restrictive than the other options, and based on upgrade-card-related math in the past, I don't really feel confident that #3 would be communicated to players/understood very well.)
  Posted 93 days ago by diaveborn ♥ | Permalink
- ixnay on #3 please. It shouldn't ever be possible to *lose* img using a card because it is an "upgrade" that costs img to acquire in the first place. If you keep racking up that 10% compound per repeat, that is going to rapidly outstrip whatever the value of the area's quoins. Worst case should be breaking even (including the initial card acquisition cost, not just activation cost).
  Posted 93 days ago by juv3nal | Permalink
- Not surprisingly, I favor #2. It's easiest to understand, which is really useful for a rebalance like this one! And it seems like it will have the desired effect.
  My 2 currant's worth.
  Posted 93 days ago by Pascale | Permalink
- How are so many people running into their quoin limits? I've only reached my quoin limit once.
  Posted 93 days ago by Reirei Umezaki | Permalink
- #1 Sounds good, very VERY good... maybe too good to be true, it could be interesting to test that one for a day or two and see what happens.
  #2 Is really nice and elegant and I would choose it, less "hey, lets set the world on fire and see what happens" than #1
  #3 Math hard, brain hurts.
  Thanks for the input Stoot, kudos to the team.
  Posted 93 days ago by Mikah | Permalink
- Idea: After you hit your Quoin Multiplier, every ticket sends you to a New Terrible World, something as challenging as Rook's Woods but with more timing puzzles and even greater lag. You can still get quoins but it will be really annoying and difficult and you don't get the "re-do" option presented in such levels as The One(s) Where You Fall and The One(s) Where You Float. Basically, you might not be able to make up your quoins spent, but also maybe you will!
  Hoarders can hoard with greater effort, and the rest of us can admit defeat!
  You're welcome!
  Note: This is a really platformer-privileged idea. I'm sorry if I offended anyone.
  Posted 93 days ago by Jimothy | Permalink
- Solution 1 doesn't change the problem that there are other ways of getting quoins that provide a better return than ticket games. What made the ticket games special (besides the cool graphics, music, and physics) was the exemption from the daily quoin limit.
  Solution 2 is easy to understand and keeps the ticket games special, while correcting the imbalance. It does impose a new restriction, but the restriction seems similar to other cooldowns in the game.
  Solution 3 seems very elegant, particularly in the way it keeps the ticket games rewarding for lower levels while preventing them from becoming out of whack at higher levels. It would be harder for players to understand the exact math, but maybe they don't need to.
  Posted 93 days ago by Splendora | Permalink
- I like option #2
  Posted 93 days ago by RainCat | Permalink
- Stoot - what do you think would happen to the game if you just did away with levels entirely?
  Posted 93 days ago by WalruZ | Permalink
- I favour #2 as well. It fits in with some other play aspects (restrictions/timer/cooldown for meditation, AL, essence, potions,). 9 cards in 1 game day seems fair.
  Posted 93 days ago by Patricia | Permalink
- I realize that staff has reasons to make their decisions based on lots of factors other than what we [think we] like, but for what it's worth, I prefer option 1. It feels like the most "organic" to me. If a player wants to push through the thirtieth Arbour Hollow visit because they enjoy the game enough to make the diminishing returns worth it to them, that's cool by me.
  Speaking of cool, cooldowns are fine too, though I find that I get anxious watching, e.g., the meditation clock waiting for my next round to start. I don't really want a bunch of ticking cooldowns cluttering my HUD, but this might be one place it could work.
  Posted 93 days ago by Pale Queen | Permalink
- OK everyone. chill out. They did this nerf because stoot said that the "Ticket to ____" quoin cards are 50x more profitable than mining rocks AND game breaking. That's just disproportionate. This game isn't really supposed to be a competition (though a user's profile showing off what skills, upgrade cards, and achievments DO encourage competition, as well as the leader-boards). I think it's also fair to say that people are taking what the staff said out of proportion about the concept of fun on Glitch. Since when are they trying to dictate what's fun on Glitch? I do understand that playing around on the mini-maps break up the pace a little on Glitch, however. They are doing this for the servers (remember the phrase "GAME BREAKING"). This may be pure conjecture, but wouldn't the game severs get overloaded if many players had equivalent Imagination amounts of the level 60s/veterans? When I read that someone commented they had 1 million IMG recently in the ideas section, I understood the reasoning behind this nerf. That's a lot already, and I guess that amount may be the tip of the iceberg (considering some hardcore grinders). In other words, they are taking some quick/possibly temporary measures to slow down IMG inflation. The staff is currently looking at feedback, so please be patient (just chill; take a break from glitch, meditate, etc.)
  Posted 93 days ago by Yuki Aiko | Permalink
- WalruZ: Some people just want to watch the world burn.
  Posted 93 days ago by Mikah | Permalink
- Mark my words, shardhanging is next! :D
  Posted 93 days ago by Pascale | Permalink
- 1. I like. Simple and fun.
  2. Not bad. Easy to understand and most like other things in the game. Cooldowns get boring, though. They might mess up the rhythm of playing one card a few times in a row to improve technique. That makes this my least favorite suggestion.
  3. Could be nice? I kind of like rewarding the lower quoin multiplier players more than higher. It's more difficult for me to imagine at this point. The math would probably hurt less if I saw it in action. And maybe if I weren't so sleepy.
  I'd be content with any of the suggestions, though as I stated, #2 would probably be my least favorite. I think #1 is my favorite, but #3 might have potential. They're all better than the change made today, though.
  Posted 93 days ago by Little Miss Giggles | Permalink
- @Pascale - But shardhanging is just a BABY!
  Posted 93 days ago by Patricia | Permalink
- @ Yuki I'd be stunned if there were any engineering issues behind this decision. I think it's entirely and appropriately a game-play balancing issue. And I see lively debate but not a ton of freaking out.
  Posted 93 days ago by Pascale | Permalink
- I would use the tickets without a reward.
  I did use them to grind to 60, but I had a brilliant time doing it. I would play five of each card, finding challenges with each, trying to do better than I had the previous time.
  They are also a helpful, repetitive task I can do when my anxiety becomes too much. I used to play other, mindless games when I was close to a panic attack but then my very favorite game came out with something that I could use to help me prevent that. I'm sharing this to make the point that doing it unlimited times a day is beneficial in other ways, too.
  ETA: I like all three of your proposed changes. I think number 2 is my least favorite, as someone who has hit level 60, but it would probably be my favorite had I not hit 60.
  Posted 93 days ago by railroadbaron | Permalink
- How's everyone feel about lack of hard quoin limits in any location as a separate issue from the upgrade card thing?
  Posted 93 days ago by diaveborn ♥ | Permalink
- @Pascale He did say "game breaking", so that's where I got that idea. So forgive my ignorance on this issue. But I still think 50x is kinda exorbitant.
  edit: I did see a couple people overreact a little about "Glitch telling me how to have fun" and the little argument on page 3.
  Posted 93 days ago by Yuki Aiko | Permalink
- I'm feeling good about all proposed solutions, although I think I like #2 the most.
  It doesn't seem like it's on the table, but just in case it comes up again: I dislike the idea of preventing trades as a solution. I have favorite locations to visit for their aesthetics and movement, and I know from talking to friends my favorites aren't universal. I usually auction off the locations I like less to buy more of the ones I like more, and no matter how my use of the cards is otherwise limited I'd like to be able to keep trading them.
  @ diaveborn
  I love the idea of doing away with hard quoin limits (and instead switching to a reduction in value system) independently from talking about special event tickets. However, I would prefer that the quoins in special events don't count towards the quoin limit and are dealt with in another way.
  Posted 93 days ago by Persephone Pear | Permalink
- I have to laugh. Right after I made my comment about "no engineering issues" the glitch server became unavailable to me for about 15 minutes.
  KARMA.
  Posted 93 days ago by Pascale | Permalink
- Dang, now my collection of 200+ cards I was waiting to use is not really worth having.
  Posted 93 days ago by Steelsun | Permalink
- Yuki Aiko: I meant game-breaking in a game balance sense, not in the sense of breaking the servers — servers don't care how much imagination anyone has :)
  __
  Pascale, re "Mark my words, shardhanging is next!"
  Shardhanging is safe, don't worry. HOWEVER, the mechanics we'd like to build on top of sharding (bonuses for getting "runs" of shards, more points for more players involved, etc.) probably won't work when people are hanging.
  __
  Mikah, re "#1 Sounds good, very VERY good... maybe too good to be true"
  It's something we've been kicking around for a while anyway — hitting your quoin limit is something that always feels like more of a bummer than, say, not being able to harvest a tree more than 2x a day. It is also a change we can make in addition to 2 or 3.
  __
  WalruZ, re "what do you think would happen to the game if you just did away with levels entirely?"
  That was the original plan when we switched to imagination but either we chickened out or didn't get around to making all the changes. They are massively de-emphasized relative to the first beta/launch though.
  __
  Reirei Umezaki, re "How are so many people running into their quoin limits? I've only reached my quoin limit once."
  Until we introduced sharding, about 15% of players were hitting their quoin limit on a given game day. Now it is around 30%.
  Posted 93 days ago by stoot barfield | Permalink
- What about the quoins that only scale with players level and not their multiplier. I can see the multiplier getting out of hand being an issue with the ticket locations but that doesnt have an effect on the crazy quoin that you get in most ticket locations. Would it atleast be possible to have those not count towards quoin limit?
  Posted 93 days ago by Nirosu | Permalink
- I don't love the "no quoin limit" proposal as much. 50% of a huge quoin is still big, as is 25%, so the number of players standing by those spawn points is only going to climb. This is kind of selfish of me, I guess, but I can't often sit in the game all day so it's nice to know I have a decent chance of hitting the quoin lands less-full if I plan well. I don't feel like that'd be an option if people could just grab ever-decreasing quoins the whole game day. Like I said, selfish of me.
  My favorite idea so far is keeping the quoin cap and adding a n-card cap as well. 3 or 5 cards a game-day or something. That seems like it would solve the grinding problem at least.
  I've got to say, I appreciate that comments and options are being considered without defensiveness. Y'all have made a super game, and small quibbles like this don't change that in the slightest.
  Posted 93 days ago by Deee | Permalink
- For what it's worth, I like that levels are still there, but "massively de-emphasized" from what they were. I never have been much of a level hunter in Glitch, but I understand how it gives some people a goal to reach. Some people like those sorts of goals. From time to time, I've liked those sorts of goals in games.
  Even in Glitch, I once sought to level fastly and furiously. I wanted to reach level 60 before the iMG change. I could've reached that goal a hundred times over before the change if I'd been more level-oriented, but I never was that focused on levels. It was fun though for those couple of weeks that I thought I might make it. Now I'm happy to revert to my passive leveling (with even less idea of where I am on that scale).
  Posted 93 days ago by Little Miss Giggles | Permalink
- I don't think you need to change anything. Keep things the way they are now.
  I will continue to use the cards as I have before, as a little diversion, something different to do, and a ways to get some nice extra bonuses!
  In time, once you get thousands of new players in, none of them will know that these cards used to be a massive exploit. Those who aren't grinders will probably just see these as nice diversions too
  Posted 93 days ago by shhexy corin | Permalink
- People bitching about having bought stockpiles of cards - they cost 25i and if you've been using the cards you get several thousand img every time you use a card. So, unless you've not used a single card, you're probably still in profit.
  Moreover, you can still use the cards for the same amount of profit as before
  Posted 93 days ago by shhexy corin | Permalink
- Nirosu: qurazy quoins don't count towards the limit anywhere (ticket location or not).
  Posted 93 days ago by stoot barfield | Permalink
- oh thanks stoot
  Posted 93 days ago by Yuki Aiko | Permalink
- My random thoughts on the subject, coming from a coin addict's point of view.
  The cards were overpowered for collecting iMG for high coin multiplier players. I'm also pretty sure that these are the only people really abusing cards. Max multiplier players can teleport off to some place, gain a net 4000 iMG, all within roughly a minute, 2 max. Compare that to the time required to gather resources and earn 2400 iMG the natural way (i.e. seasoned beans) and its obviously a little out of whack.
  The real penalty for the new system for coin addicts is that in most ticket locations, undesired coins are often impossible to avoid. A player with full mood will end up grabbing 6 mood coins he doesn't need or want, currants he might not care about, and end up using 20-30 coins of their daily total just for that net 4000 iMG. This limits your potential coin earnings for the game day in the world, and makes the cards basically useless, if not detrimental, for high multiplier players.
  I think the best resolution would be to limit the number of tickets per game day (10) or limit the amount of total iMG that can be earned, as most ticket abusers are probably just doing it for the iMG (for upgrade cards, or trying to raise their level). You could set a generous coin limit in tickets, but abusers would just buy ones that had easy to identify and collect iMG, and avoid all others coins, stretching their abuse of the system.
  The rewards for using tickets with max multipliers seem extreme, but at the same time, its a benefit the player put a lot of time and imagination towards earning. Tickets have a viable and fun place as a supplemental method of earning rewards, but they should not be left unchecked as a completely overpowered and limitless way of earning rewards.
  I think a lot of people overreacted because the change in the ticket system took them from overpowered and limitless, to completely useless when the best solution lies somewhere in between.
  Posted 93 days ago by Haze | Permalink

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