IMO its pointless to have the cost higher then the market price of the card, because at the current point in time there is no demand for cards. People would simply buy a second card ( or piece of gear if that's what they were after).
Here are a few ideas:
For cards
- I would recommend 3 price points: normal, mini boss and MVP cards. The normal price should not be higher then the cost of a hatter card (Also it does not sound like people have an issue with a card remover for these)
- The cost for mini-boss and MVP should be much higher
I like the idea of it not being 100% chance with a chance to loose the card. I was reminded of Critical success/failures in D&D. Where 5% of the time, you have great success and 5% of the time, horrible failures. Thought we could maybe do something like:
For normal cards at 150k per try (50/50):
5% loose both card and gear
45% only loose your money, gear stays carded
45% get back your card
5% get back both
For Mini-boss cards at 50 Mil per try (25% success):
5% loose both card and gear
70% only loose your money, gear stays carded
20% get back your card
5% get back both
For Boss cards at 75 Mil per try (10% success):
5% loose both card and gear
85% only loose your money, gear stays carded
5% get back your card
5% get back both
For equipment
I would recommend 5 price points (one for each weapon level (1-4) and one for equipment). The price could be 50x upgrade cost for that gear times its current refine. That would look like:
- Level 1 weapon: 10 k X refine per try (100k @ +10)
- Level 2 weapon: 50 k X refine per try (500k @ +10)
- Level 3 weapon: 250 k X refine per try (2.5 Mil @ +10)
- Level 4 weapon: 1 Mil X refine per try ( 7 Mil @ +7)
- Equipment: 500 k X refine per try (3.5 Mil @ +7)
With a success rate looking something like this (maybe):
5% loose both gear and cards
5% get back gear and any Normal cards (mini boss and MVP cards are auto lost)
((10 - safe refine) x current refine + 25)% only loose your money, gear stays carded
Remaining % get back your gear back
(ie:
Level 1 weapon:
@ +0 = 70% success,
@ safe = 49% success,
@ + 10 = 40% success,
Level 4 weapon / equipment
@ +0 = 70% success,
@ safe = 46% success,
@ + 7 = 28% success,
@ +10 = 10% success)
Just some idea's!
What do you guys think?