Bronze packs - rebalance

By DaddyD · · 44 views · 2 upvotes · 4 replies

Hello. I would like to breakdown the cost of a bronze pack using NO-VIP as a cost-ratio basis.

Numbers: Current
Level 52 - $0.3 per day
Tower 7,7 - $1.6 per day
Total daily earning: $1.9 day

Tower bronze production: 8577/h
Cost to power: 63489 bronze/h

Key Stats:
Starter pack only gives ~0.95 hours of runtime (60k bronze)
You need ~7.4 Starter packs per day just to keep the tower running 24h
Even the God pack lasts only ~39.4 hours (about 1.6 days)

Cost vs Reward Analysis
Daily fuel cost at current prices (to run 24h):Using best value (God pack) → ~$486 per day
Using mid-tier (Power pack) → ~$630+ per day
Your daily revenue: $1.60

→ You're losing massive money per day — the packs are extremely inefficient for heavy users. Main Problems: Packs are way too small relative to consumption (63k/h)
Even the biggest pack feels tiny

Proposed Fix
Scale packs to give enough bronze for a set number of hours of runtime based on the player’s consumption.Break-even example (Cost ≈ Revenue earned during runtime): Starter ($4.99) should give ~63 hours of my tower’s fuel
Boost ($14.99) should give ~189 hours of my tower’s fuel
Surge ($49.99) should give ~631 hours of my tower’s fuel
And so on for the bigger packs.

Goal:
Cost should break even with rewards.
The hours of fuel a pack provides should roughly match the revenue my tower can earn in that time.This would make packs feel fair and worthwhile for players at all levels.

Thankyou

Replies

Bilbo The Rogue Baggins ·

I have escalated the ticket to Dev team, lets see what they have to say about this.

TokenLord ·

Thanks for the suggestion. I understand your point, and this is exactly the type of problem we are trying to solve.

That said, it is not as simple as making pack bronze equal to tower consumption per hour multiplied by break-even runtime. Our team has tested hundreds of different formulas, but there are many variables that affect the outcome, and we also need to protect the long-term stability of the economy.

For example, if packs were designed purely around break-even value, some high-level players or whales could potentially buy a $5 bronze pack and generate $250 or more in value from it. That would quickly break the economy and make the system unsustainable.

I am still actively looking for the right solution. Economy balance in a game can be extremely complex, especially when rewards, progression, spending, and different player levels all interact with each other. In some ways, these problems can be as difficult as real-world economic balancing.

So I really appreciate the feedback, and I agree the current situation needs improvement. We just need to find a solution that feels fair for players while also keeping the overall economy stable.

DaddyD ·

Agreed, balance is incredibly complex and you have a point.

Perhaps its less about generation and more about demand. Thats demand being the TLRPG generation demand.

Maybe instead of adjusting packs to suit demand, demand requirements can be adjusted to suit packs.

Current demand on bronze
1: tower
2: chests
3: forging
4: pets
5: Kingdom upgrades

Current bronze generation
1: tower
2: battles

If the tower can equal the demand then people have a choice. Generate or grow.

DaddyD ·

Feedback on the recent change. using a $49.99 pack as an example

The voucher costs €49.99 but only gives you roughly €28 worth of bronze generation value.
You're effectively paying almost 79% premium (losing ~€22).
Break-even price for this voucher at current rates would be around €28, not €50.

Current things I need gold for:
Tower upgrade 0.1 = 6.5m gold (lvl 7) - 65m total *(1.5 god packs over 1000eu)
Business upgrade 0.1 = 1m (lvl 6) 10mil per business, 50m total
Business collection upgrade - cost me 65m for 9 hours on TLRPG

Overall recommendation: Boost the packs a bit more or provide some VIP bonuses to their effectiveness.

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