Balance Proposal Part 2: Energy Costs

By saiki · · 19 views · 5 upvotes · 1 replies

Saiki here! We need to talk about a few things. Thanks in advance for reading and sharing your opinions.

First, thank you for the 27 September Ladder update. Gambit pity, no dodge after a successful Gambit, the 1.6× rung cap, lower skill steal and fewer minions made the Ladder much fairer, and it shows the feedback process works.

This post is about the energy changes. We understand why energy needs limits: TLRPG has real value, the refill loop was being exploited, and bots need to be stopped. But several new costs fall hardest on normal players, especially F2P, and some of them break promises or make features pointless. Below are the specific problems, with numbers, and suggested fixes.

1. Business and land collection

Problem: Collecting all 6 businesses now costs 1.5 energy (was 0.25). On top of that, collecting from lands now also costs energy per land. Lands are bought with real money. Players already paid for that production, and now they have to pay again, in energy, every time they collect it.

The collection price is the same for everyone, but storage isn't. Here's what collecting all business production costs per day:

Upgrading storage costs bronze, so F2P players have to spend bronze just to make collecting affordable. Even at 1-hour storage they pay 12× more energy than Diamond for the same businesses, and that's before collecting any lands.

Proposals:

2. Battle chests and armory chests

Thank you for the new option to open chests for free without TLRPG. It means nobody has to spend energy just for bronze and resources.

Problem: The main issue remains, though. For months, players kept their battle chests unopened specifically because TLRPG was promised to return to them. Now TLRPG has returned only as locked Web3 TLRPG, and it is the one part of the chest that costs energy: 1 per chest, and bulk-open costs the same (100 chests = 100 energy). Opening 1,000 chests for TLRPG costs about 5 days of a Diamond player's full energy and about a week of an F2P player's. The players who trusted the promise are the ones who pay most to get what they waited for.

The armor drop was also removed from battle chests, which leaves armory chests as the main source of armor. At the same time, opening an armory chest went from 0.05 energy to 1 energy, a 20× increase, on top of the bronze price: one free per day, then 1h, 3h, 5h... of your bronze income for each additional chest. Armor is now harder to get from every direction at once.

Proposals:

3. Sealed Ladder cards

Problem: We used to see 3 cards and pick one. Now there are 5 sealed cards: the first reveal is free, then 1, 2, 3 and 5 energy. Seeing 3 cards now costs 3 energy, and seeing all 5 costs 11 energy per rung (55 for a 5-rung run). Players who don't pay are picking blind, which turns a strategic choice into luck.

Proposals:

4. The Gym

Problem: Spending 100 energy in the Gym gives about 0.7% of a level in XP. A 7-rung solo Ladder run gives about 3% of a level for only 7 energy. Per energy, the Ladder gives about 60× more XP than the Gym. Even allowing for the Ladder's risk, the gap is so large that the Gym has no real use.

Proposal:

5. Total energy demand

Each new cost might look small on its own. Together, they demand far more than players generate. Diamond players regenerate about 205 energy a day (1 per 7 minutes), and F2P players about 144 (1 per 10 minutes). The caps of 151 (Diamond) and 91 (F2P) include a guild bonus. A guild adds up to 51 to the cap for every player, whatever their VIP tier, so the base caps are only 100 and 40. Without a strong guild, an F2P player's energy is full in under 7 hours, and anything regenerated after that is lost.

Current energy costs:

Players now have to choose which parts of the game to skip each day. Diamond VIP costs €50 a month, and energy is a big part of its value. Every new energy cost reduces what paying players get for their subscription.

Proposals:

Appreciate if you guys can also share your thoughts and contribute to the topic. Let's make TokenLordsRPG a success!

Replies

TokenLord ·

Hi Saiki, thanks for the detailed post. Your numbers are correct, we checked them. Here's where we stand:

  1. Business and land collection
    We'll think about this one. Some context: a land holds a full day of production, so each land needs one collection a day. In practice free players spend about 4–5 energy a day on collecting. 144 a day only happens if someone collects every 15 minutes, all day. And even at 15-minute storage, collecting is the cheapest bronze in the game: 0.25 energy brings 15 minutes of your Keep's bronze, while a fight pays only a few minutes of it for 1 energy.

  2. Battle chests and armory
    Gear won't come back to battle chests, and they won't pay tradable TLRPG again. Their TLRPG stays WEB3 TLRPG, and opening for it costs 1 energy, old chests included (chests carry no date, so old and new can't be told apart). Free token rewards on stored chests are exactly what bots and multi-accounts farm. That's what broke other token games: Axie Infinity's SLP fell 94% in seven months, and its team wrote they had to act "or we risk total and permanent economic collapse".
    If you only want bronze and resources, set the switch to "Without TLRPG rewards" and every chest opens free.

  3. Sealed Ladder cards
    We're still thinking about how to do this. Keep in mind the first card on every rung is free, a power-up you get either way. Turning more over is a choice for a better pick, not a requirement, and most rungs are played with just the free card.

  4. The Gym
    This won't come close to battle XP. The Gym turns energy into XP with no play at all, and with auto-train it does it while you're away. If waiting paid the same as playing, there'd be no reason to play. It's there for energy a full bar would otherwise waste.

  5. Total energy
    A level-up already gives +25 energy (since 4 October, for your first 3 level-ups each day), close to what you suggested.

On energy in general: a free player gets 144 energy a day. A fight takes about 45 seconds, so that's about 1 hour 45 minutes of fights a day if you log in a few times, and raid actions cost only 0.25. Energy in most free-to-play games is designed to last 15–30 minutes from a full bar. Games with a real token usually make you buy in before you earn anything: Axie needed three NFT Axies (about $690 for the cheapest team in 2021), and Splinterlands needs a $10 Spellbook. We want TokenLords to stay generous to free players, but energy is also what keeps the economy healthy and bots out, so not everything can be free.

Thanks again. Feedback like your Ladder post is what got the 27 September changes made.