Not receiving coins after multiplayer moves, bug or intentional?


(Pastry) #1

I started playing RAD Soldiers last night and up until now I was receiving 230 coins after every multiplayer turn taken. All of sudden I stopped receiving these coins after taking mutliplayer turns, this has happened the past five or six moves I have taken. Is this is a bug or intentional? If so, it might make sense to explain that you only get coins from multiplayer moves for a limited time. The accumulation of coins and IAP seems a little broken at the moment, I guess that’s the point of an open beta though.


(badman) #2

This is the New Turn Bonus that you get for the first couple (I believe it’s 30?) turns you take in the game, so it going away after that is intentional.


(Pastry) #3

I just won a game but received the exact same amount of coins as the loser? I really love the core gameplay of RAD Soldiers but unless something is done to adjust the freemium aspects of the game (coin accumulation and IAP) I do not think this will catch on with the iOS community. Please consider making the turn bonus of 230 coins permanent.


(Ayjona) #4

My guess is this would ruin RAD Soldier’s business model and most hope for profit unless heavily tweaked, since players could easily start a large number of farming games with each other and just move about the map, never attacking or scoring points, easily making enough money for all units and weapons in a matter of hours or days. (And while I cannot say for certain, I wouldn’t be surprised if this became a very common practice.)

My suggestion for tweaking the freemium model would be to allow players to fight normal, non-challenge matches with their own teams against the AI, earning very small amounts of coins from winning (and even smaller from losing, of course). If the rewards are properly balanced, dedicated freemium grinders would have an infinite income stream without having to rely on the sometimes less accessible and more time-consuming multiplayer aspects, but the IAP model would still hold appeal for those who wish for fast progression (or the IAP-only visual customization).


(Pastry) #5

[QUOTE=Ayjona;403379]My guess is this would ruin RAD Soldier’s business model and most hope for profit unless heavily tweaked, since players could easily start a large number of farming games with each other and just move about the map, never attacking or scoring points, easily making enough money for all units and weapons in a matter of hours or days. (And while I cannot say for certain, I wouldn’t be surprised if this became a very common practice.)

My suggestion for tweaking the freemium model would be to allow players to fight normal, non-challenge matches with their own teams against the AI, earning very small amounts of coins from winning (and even smaller from losing, of course). If the rewards are properly balanced, dedicated freemium grinders would have an infinite income stream without having to rely on the sometimes less accessible and more time-consuming multiplayer aspects, but the IAP model would still hold appeal for those who wish for fast progression (or the IAP-only visual customization).[/QUOTE]

I agree that people could just ‘farm games’ and abuse that but an easy solution would be to place a limit in the amount of games you can start. Say only 25 games at a time.

I worry that the devs see my suggestions as those of someone who just hates the freemium model and that is not the case. There are many iOS freemium games that get it right Hero Academy (my favorite iOS game easily), Tiny Tower, Pocket Planes and many that get it wrong Simpsons, Smurfs, etc. The issue is that progression without IAP also needs to be smooth and to ‘hook’ the player in order for them to buy into the IAP and freemium model.

At the moment I do not think that ‘hook’ is there for RAD Soldiers. The progression without IAP is too slow, yesterday I gained a total of 700 coins so at this rate I can afford to buy the cheapest unit in a month and that is if I choose not to get a weapon. In addition I do not think that the amount of ‘bux’ you get for your money is sufficient. Spendng $50 on IAP will barely get me all of the soldiers and maybe a weapon or two (if I did my math right, it’s early here haha). Either the IAP needs to be adjusted or there needs to be a change to how coins are accumulated. Your idea of a single player mode wher you can always gain coins is a good start. I really love this game but I am concerned that the current freemium structure will not go over well with the iOS community at large.

Badman, excellent game I just played against you. You should consider joining the NEOGAF forums. We have a huge iOS gaming thread with plenty of gamers and developers that regularly post. If you tell the mods that you are a community manager for WarChest they should expedite your approval.

edit: Badman you just beat me yet you received the exact same amount of coins that I did?


(badman) #6

Good games all around, sir Pastry! And very close… this is why the coin value was the same, we were both down to the last guy with the last bit of health. We’re looking at ways to adjust this so the winner of such closely fought matches gets a little extra.


(Fishbus) #7

To roll off the point that Badman mentions, Close games should generally mean that the coin values will sit closer together.

But at the same time, yes, there should be a distinct winners bonus that you should receive. We are looking into this to make sure than winners do get something out of being 1# :slight_smile:


(JaysUsername) #8

Awesome, I was coming on here to ask about the even split of coins. I played a game as tough as it could get and won with 1 guy left at about 35hp left…awesome game and I loved watching the prize total grow but was shocked to see the even split. Now that I see it’s based on how close the game is, I think it’s brilliant! I agree there needs to bee a slight bonus to the winner but the idea of being rewarded for tight games is great.