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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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- why didnt they just nerf how often the tickets are given to a player instead? seems a TINY bit more logical.
  Posted 92 days ago by DMZino | Permalink
- Everything I do goes into pumping up my brain. I can't buy the other fun upgrades because I have to save it all so I'm not spending a week trying to learn a skill that I picked because I wanted to play with it AT THAT MOMENT.
  If it's taking you weeks to learn one skill, then you know too many skills. Try unlearning a few skills you don't use and see just how much that affects your learning speed.
  Posted 92 days ago by WalruZ | Permalink
- @WalruZ but then I will just need to learn them again and spend all that time on them later in order to do everything I want to in this game. I'm using all the skills I have. I do know how to learn skills and what that requires, which is why I'm not learning the ones I'm not interested in yet (such as mining.) I guess, in short: I'm learning the skills I want when I want them; as a result of this, I still have 6 day waits on skills
  @Vera Strange thanks! I'm glad I could help. I realized belatedly that some additional perspective could be that right now I have 923 IMG and 2326 currants. I can't spend any img I get from now until (WHENEVER?) because I'm saving it up for the next brain upgrade I've got sitting in the deck... which costs 106,989 IMG. Sigh!
  Posted 92 days ago by Diabolical Moeblob | Permalink
- That's really not a reasonable solution in most cases. I use pretty much all the skills that I have (although I'm not in a particular rush to learn the new skills, as I find their usefulness questionable). But the skills I have now? I need 'em. All of 'em.
  Posted 92 days ago by Jus​tin | Permalink
- Based on what was said before the switch to iMG, I expected it to become much, much harder to reach level 60. It seems that hasn't happened because, although much more iMG is required to get from, say 55 to 60, players in that range also can get much more iMG than before with a similar level of effort. It seems that what's happened instead is that it's become much more difficult to get to level 20 or level 40. This is what led me to suggest something special for lower-level players.
  However, I would not like to lose any of my skills as a result of "aging" in Glitch. What I had in mind was something like this: Suppose there were a key to a new location that could only be found by players below a certain level? They could sell or give away these keys, and there would be no particular need or benefit for any player to visit the new location other than for the novel experience. Or suppose there were an occasional "beginner's luck" bonus for harvesting that would confer benefits on everyone in the area -- kind of like shards, but this bonus would become less and less frequent as the player advanced and then disappear altogether.
  EDIT: This is getting off the topic, and I apologize. However, I do believe, as others have noted, that there is a larger question of whether it is too difficult to get iMG at lower levels and too easy to get it at higher levels.
  Posted 92 days ago by Splendora | Permalink
- I think the observation that the game is difficult at the beginning and easy as you reach current endgame is both accurate and telling. Interest and challenge should remain proportional throughout for the most compelling experience.
  Posted 92 days ago by Pascale | Permalink
- At least remove the quoin limit for the rest of the world or increase the quoin limit drastically.
  We get so many cards that we'll never be able to use them all, especially if we plan on exploring the world.
  Posted 92 days ago by King Stannis | Permalink
- I still support solution #2 out of those officially proposed, but I prefer the idea of having a set number you can use in a day (no cool-down period, quoins don't count towards daily limit). It sounds easiest to understand and makes me look forward to using them. 11 sounds especially nice, but realistically I think it might be high and would be happy with a slightly lower number too (although, obviously this number should be high enough that it doesn't create a bunch of excess cards that can't be used in addition to the ones that already exist out there).
  Now that I've slept on it, I think #3 makes a lot of sense too, but maybe only after Humbabella explains to me how to use it most effectively. I think there's some resistance to #3 (and also #1) because they might put an onus on each player to make sure we don't accidentally spend more getting into the Special Event than we make back. If there's a way to ensure that doesn't happen, I'm feeling #3 too now.
  I'm against making cards soul-bound / not being able to trade or drop them because I think it's a short-sighted solution. I get it, especially if you have 200 of them stockpiled now, you want to be able to use them! But think about when - whether you're trying to or not - you've hit level 60, potentially have nothing to do with your IMG (at least, for now), and have bought so many other upgrades that your daily shuffle includes even more special even tickets than you're getting now. Do you really want to not be able to sell, trade or give them away? (Please correct me if this is definitely wrong, but I'm pretty sure players more upgrades are the ones who get the most special event tickets on average per shuffle because there are less other things left to shuffle).
  ETA: I can't describe how lovely it is to read many of the posts here. Thank you to everyone for thinking so carefully about all of this!
  Posted 92 days ago by Persephone Pear | Permalink
- I agree with the proposal that instead of having quoins in these areas count toward daily limits, we instead have a set number of tickets we can use each day. I think 5 would be entirely fair.
  Posted 92 days ago by ༺Lhyzz༻ | Permalink
- Yeah, I'm really for the card limit per day rather than it counting toward quoin limit. Just to give an example of why I think it's flawed, this morning I drew 6 cards and played them. By the time I was done with those I had reached my daily limit. Well....I was trying to explore the two new lands on the map, so guess what? No point in doing that since they are purely quoin lands. It just sort of ruined my whole game day, ya know?
  Posted 92 days ago by Samurai Jenn | Permalink
- I love the "Tickets to..." keepables! Keep them coming. But it's no longer practical for me to ever use them - I want to save my quoin limit quoins for the 4 jumping regions (which, by the way, are so stunning) and the Ancestral Lands.
  I really need something to sweeten the deal for these. Making them "harder" or at least challenging might be enough of an incentive. As it is now these tickets are quite fun, but not quite fun enough to justify using my quoin limit. I'd much rather oblige an activation limit.
  Posted 92 days ago by La Mariposa | Permalink
- OK! We are going with:
  • quoins in ticket locations again exempt from daily quoin limits
  • limit of 11 ticket cards uses per game day
  • activation cost will increase slightly for players with very high quoin multipliers
  • you can eat the tickets to return most of the iMG it cost to buy them
  We expect to release all of that tomorrow.
  The original post has been edited to reflect this information.
  Posted 92 days ago by stoot barfield | Permalink
- ... "you can eat the ticket" ...like food? bahahahhaha
  Posted 92 days ago by Avery♥ | Permalink
- I really love that the verb is "eat." Thanks, Stoot!
  Posted 92 days ago by Sheepy | Permalink
- Either that, or it's intended as the slang term "eating the cost of something."
  Posted 92 days ago by Jus​tin | Permalink
- More than reasonable, thank you! No delays (even short ones) before repeating?
  Posted 92 days ago by Benzyl | Permalink
- Awesomes. :) I had been holding off on using the tickets just cause I wasn't sure I'd not reach a situation similar to what Samurai Jenn described, and was going to try to figure out some sort of personal strategy for it. It's nice that that won't be a worry.
  Thanks stoot et al for caring about our feedback :)
  Posted 92 days ago by diaveborn ♥ | Permalink
- I like your solution, stoot! Thank you for taking in the feedback and suggestions. You da best!
  Posted 92 days ago by GreyGoose | Permalink
- Cool! I just hope the activation cost doesn't go up more than the value of the ticket!
  Posted 92 days ago by glum pudding | Permalink
- Now I just want to eat hundreds and see if there's a ticket eater badge.
  Posted 92 days ago by Muncey Mango | Permalink
- Thankful as ever that T.S. listens to it's player base! Kudos!
  ETA: Oooh...ticket eating badge. I like it!
  Posted 92 days ago by XD | Permalink
- Avery♥: Yep — eat the ticket like food (it made the most sense) … you'll even get a tiny bit of energy.
  Benzyl: Nope — no delay. It makes sense to let people do several in a row if that's the way they want to play.
  glum pudding: It will definitely still be profitable — we're aiming for having them worth around 2x the activation cost at a maxed quoin multiplier (not counting mood or energy — just iMG/currants/favor).
  Muncey Mango: Badge is a good idea!
  Posted 92 days ago by stoot barfield | Permalink
- The Gordian Knot has been well and truly sliced. I tip my hat.
  I will prepare a celebratory feast of upgrade tickets to commemorate this wise decision!
  Posted 92 days ago by Pascale | Permalink
- Tested all the tickets tonight. Results below only apply to those with QM at 100x and may vary slightly:
  Name - iMG gained
  Sky Plunge - 7578
  Cloud Flight - 7338
  Radial Heights - 9312 (Star)
  Arbor Hollow - 7338
  Starlit Night - 6738
  Beam Me Down - 6378
  Abysmal Thrill - 6738
  Cloud Rings - 7596
  Slip 'N Slide - 6498
  Bippity Bop - 6858
  Mountain Scaling - 6378
  Gross iMG gained - 78750
  iMG Activation Cost - (22000 iMG) -2000 iMG per ticket
  Net iMG gained - 56750
  Thanks! Hope this helps.
  Posted 92 days ago by Hellyeah | Permalink
- I appreciate this nerf. Though I was on the verge of 'Card Sharking' myself, I watched a few people sky rocket right over me in lvl and iMG, purely for 'Sharking' all cards they had, or bought, to avoid the inevitable limit placed in the Ur realm. It is not really that hard to level consistently, just on 'New Day Duties'. *At least at my current lvl of 39. I, if diligent, can still level at least once per RL day, at this current point. (Granted it will become more difficult I know, but 48 hrs per level does not sound bad to me. I've just been slackin'.)*
  Posted 92 days ago by Mr. iOuS kEiPhErs | Permalink
- Just wanted to chime in and say that I really like the new nerfing system. I think its a very fair limit that allows max-coin players to get a reasonably large bonus from using them, but doesn't change the way they have traditionally been used or will be used. Using cards is now an effective supplement to playing the rest of the game, but is no longer an overpowered exploit that was more efficient than any other part of the game.
  Also since I was the first one to suggest a coin limit exempt, no cooldown, card limit system of exactly 11 cards per game day, I think it's an especially good system. =P
  Posted 92 days ago by Haze | Permalink
- I like how you resolved this, I like it a lot ~ Well done TS!
  ~and Thank you!
  Posted 92 days ago by ~Scilly~ | Permalink
- So there's some secret trick t radial heights?
  Posted 92 days ago by xLIFEx | Permalink
- I just double-checked, and my cards are still saying I can't use them when i've collected all my daily quoins. do they have to be cards bought since the un-nerf?
  Posted 92 days ago by xLIFEx | Permalink
- Stoot and TS: Thank you so much for listening to player feedback and making adjustments to things (The new potion costs; ticket cards, etc.) It's one of the reasons I stick around and play this game every single day.
  Posted 92 days ago by Aliera | Permalink
- xLIFEx -- this change hasn't been rolled out yet, it'll roll sometime today. (As of this writing, it's 4am in TS-land, so it'll be a little while.)
  Posted 92 days ago by Fnibbit | Permalink
- Wooo! My cache of adventures shall be useful again B)
  Posted 91 days ago by xLIFEx | Permalink
- Burp!
  Not the best solution from my p.o.v., but a pragmatic compromise. The cards in my deck remain what they were, filler with a slight negative value (like unwanted cereal box prizes- hey, I would rather get more cereal!) but at least they won't continue to stack up in boxes in my tower. I come to glitch for an immersive alternative reality; the cards had risked it turning into a video arcade. I could log onto Pogo to play mini games.
  Can they do something about the flavor? Maybe start printing them on something rice based, or redesign them to be more like animal crackers. You know, the cheap animal crackers that don't taste that good, but your aunt always has them when you come to visit.
  Posted 91 days ago by Feldspar Gravity | Permalink
- I think this change is in keeping with the spirit of Glitch. It's not about leveling up but about using your iMG with your friends. (That said, if you're a level grinder, there are still plenty of other ways).
  Posted 91 days ago by FlatEarther | Permalink
- Thank you TS. I had held my comment to the change which was originally including the cards in the daily quoin limit. Rarely do I have a negative response to a change, after all we are still in Beta and must expect changes. This one has me vexed and I could not see the need for the cards, at least from my perspective....which this new change I think it's fair and reasonable. I'm delighted to rethought. Thank you so much.
  Posted 91 days ago by Tooth Fairy | Permalink
- +1 for the change! Thanks!!
  Posted 91 days ago by Hydi | Permalink
- RE: ticket eating badge- it should be called "fun muncher". hehehe
  Posted 91 days ago by Muncey Mango | Permalink
- Can I use this thread in writing and teaching about agile software development and user-centered design? It's a beautiful example!
  I'm happy with the new nerf and once again impressed with the way TS invites and responds to user feedback. Also, making the tickets edible was brilliant, and a badge for it would be wonderfully hilarious.
  Posted 91 days ago by Splendora | Permalink
- Any chance that adding some more of the Quoiner the Market upgrades might happen too? I'd certainly be willing to pay top dollar (or iMG of course) for them.
  Posted 91 days ago by Viresse | Permalink
- I agree with the change but I think 3500 activation cost (75% is not a slight increase) from 2000, for those that have 100x QM, is steep.
  Posted 91 days ago by Hellyeah | Permalink
- WOW! I have max coin multiplier and cost to activate the Upgrade card is now 3500 Img! Makes no sense. I thought Stoot said there would be a slight increase, but say going from activation cost of 2000 Img to 3500 Img, a bit steep? That makes it a 75% increase, right?
  *Edited for grammar.
  Posted 91 days ago by Jeasilver | Permalink
- This change has now been made!
  Jeasilver and Hellyeah — I can see that you've already noticed :)
  The activation cost with a QM of 100 is nearly twice as high — but, the return is still around 2x the activation cost. With the new limits, that's still tens of thousands of free iMG (plus currants, favor, etc.) each game day. The point of these ticket was an occasional delightful bonus — and, a reward in the thousands of iMG for 30 seconds of fun seems reasonable :)
  Posted 91 days ago by stoot barfield | Permalink
- Sky Plunge tasted good, but Mountain Scaling was a bit stale *keeps munching cards*
  Posted 91 days ago by Mikah | Permalink
- Thank you! Nerfed made sense but I like this compromise better than Quoin Nerf 1.0 :-)
  I don't know why this keeps appearing, I tried to edit it away, but no!
  #next_pages_container { width: 5px; hight: 5px; position: absolute; top: -100px; left: -100px; z-index: 2147483647 !important; }
  Posted 91 days ago by Lady K | Permalink
- Groovy!
  I see the problem you were trying to fix, but I like playing upgrade cards just... because I like games, and being locked out of 'em because I'd happened to hit my quoin limit would suck. But even I don't have the attention span to play more than 11 in four hours without getting bored!
  So: A+ nerfinagle.
  Posted 91 days ago by Annuska | Permalink
- I reported it in the bug forum. At least the Cloud Ring card will not complete and get stuck on the pts for the Giants repeating giving it to you but the star will not disappear which makes it impossible to complete and get the iMG.
  Posted 91 days ago by AlmostSilver | Permalink
- AlmostSilver, this was a bug and is now fixed. You actually made more iMG if you hit the QQ more than once.
  Posted 91 days ago by Hellyeah | Permalink
- Wonderful. I didn't like the first change. I didn't like it so much that I haven't played a quoin ticket since, and had only bought one to sell it in Auctions.
  But 11 ticket a day limit, with no affect on daily limit, is a perfect compromise. If I don't think to play Arbor Hollow until nearly New Day, or if I just need some quick iMG for that next energy tank upgrade, I can still do it before my bedtime/worktime, yay!
  But there's less temptation to grind quoin tickets, less "unlimited iMG" for high level players ... yeah, works all around. Big thumbs up to the Devs - for listening and being willing to find a nice compromise. You guys are pretty amazing.
  Posted 91 days ago by Raw Toast | Permalink
- i like it- a lot.
  Posted 91 days ago by the Duchess of Uke | Permalink
- Seems like an insanely sensible de/re-nerf.
  Posted 91 days ago by Otto Otto | Permalink

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