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The incentive to keep players playing

Forgeborn Initiate
Forum Posts: 8
Member Since:
August 16, 2013
August 23, 2013
11:31 pm

Some form of progress would be nice. I have over 30 hours in the game in just a few days yet I only have two semi-decent decks to show for it. I'm starting to get burnt out and am playing less, simply logging in just to get my daily rewards.

The current system is going to burn out new players really quickly. Either they pay money or they just get bored with the game. When you don't have the card pool to have multiple decks, playing the same deck over and over that you know isn't as good as it can be gets really old.


Forgeborn Initiate
Forum Posts: 6
Member Since:
August 16, 2013
August 24, 2013
2:42 am

Hope said
Why do people need rewards for playing games? I thought games were their own rewards. A lack of rewards hasn't stopped people from playing Chess for centuries, and that game is terrible. I commonly play a dozen games per day just because I like playing. Rather than thinking about how to reward players, maybe think about what things would make this game even more fun.


Reason why people need rewards is depending on how games are constructed.
At a game of chess you have equal gear and is 100% skill

Players dont have equal gear in this game, beginners have starter decks, and have to get new cards, and people can get new cards by getting silver or paying IRL. And new people usally want to test the game before they spend IRL money in it.

Now you know why a reward is needed, otherwise beginners get upseat that its is "Pay to win" and leave game never to come back, but if they see that actually can gain silver and by that gain cards in the long run, it gives them a feeling of a goal / hope.


TinyGrimes said 
I can understand your concern. I think the main incentive to continuing to play past your reward games is to try to learn the mechanics of the game while you grow your pool. This is a deceptive game which looks childishly easy on the surface, yet it is subtle and complex as you dig deeper. My main suggestion would be to join the steam solforge group chat room and find unheroic games in there with experienced players. That way you will be on similar footing as far as card pool is concerned and you can learn the complexities of the game both by playing against experienced players and by chatting with the group. 


What you suggest only works for a really tiny amount of people. A large bunch of the people who try the game will, install test 1-3 game, get utterly demolished because they have no chanse vs other decks. say "Pay to win shit" logg of never to come back.




Forgeborn Initiate
Forum Posts: 7
Member Since:
April 4, 2013
August 24, 2013
2:56 am

I really hope they don't change the rewards system to some grinding model. 

But it is true that at the beginning it's a bit frustrating not being able to do the decks you want because you miss cards. But it's a fair incentive to invest a bit of money, devs have bills to pay as well ;-) I've put 20$ and have enough cards to have fun, and now the daily rewards keep me interested because every day I have a couple of cards to add to my decks. I think it's a good deal if you compare to other games.


Forum Posts: 56
Member Since:
August 15, 2013
August 24, 2013
3:36 am

A gamemode devoted to awarding silver would help. Not being able to pick who you play against would be a must. Receiving silver after your opponent concedes would be a must. Receiving silver after your opponents time runs out would be a must. I think 2 minutes per turn is more then enough. (this really needs to be a thing, a turn timer in any "timed" game)

  1. Would you make this game mode unheroic to give new players a chance at victory as well? This would also encourage other game modes to be played since you can't use your "best" cards.
  2. But this would make it a farm gamemode for silver. Is this necessarily a bad thing? 
  3. Should there be a penalty for losing? Maybe this would be a good mode to combine with the ladder system. 
  4. Would you combine this gamemode and other gamemodes with the same ladder system, or should there be separate ladders?
  5. Would it be possible to abuse this system by 2 people who queue at the same time and play against each other conceding at turn 1 or letting time run out? Not rewarding silver after time runs out or after a player concedes would result in greifing. This might be solved by having a timer run for 1 minute and after that a random player that queued in that minute will be chosen as your opponent. 

Honestly I do not know how to make this work properly. Maybe I got some ideas that would work here, but I'm not sure, seems like a lot of coding to me if at all possible. Interested to see other ideas and answers to what I wrote here. 


Forgeborn Elder

Forum Posts: 705
Member Since:
August 1, 2012
August 24, 2013
4:43 am

Don't confuse this with an MMO – the motivational structure for this kind of game is by necessity very different.


The extrinsic reward system exists only to get people off the starting blocks and to vary their play experience on a daily basis. (I wonder what's in today's 3 rewards) Most people will only get the first 2 rewards on a typical day – think of the third as a stretch goal.

By the time people have got a few days under their belts the intrinsic rewards should have kicked in (hey – this game is fun, I wonder if deck X works)

In both cases you can speed up your process by chucking $10 in the pot and giving yourself a head-start (or by Kickstarting).


Gamification theory shows that by having no significant extrinsic reward attached to the core activities peoples habits are defined by what they enjoy instead of what gives the most efficient rewards. As soon as you stop getting these hand-outs (you loose most of your games, you don't have time to play the average number of wins to keep up with the amount of silver others gain) the motivational aspect of the reward vanishes. If the reward for playing was an intrinsic one in the first place this is less likely to happen.


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Forum Posts: 299
Member Since:
October 25, 2012
August 24, 2013
7:53 am

XDarkAngelX said
Here's my usual day:
Log into my main account. Receive login reward, open packs, hoard silver.
(Optional: Try to devise a new deck.)
Pick my deck of the moment, play a game.
Win it. (Optional: one out of thirty times or so, lose it, play another one.)
Collect daily win reward.
Switch to F2P account. Collect login reward.
Pick my deck of the moment, play a game.
Win it. (Optional: one out of ten times or so, lose it, play another one.)
Collect daily win reward.
Swap out one card or two with new stuff.
Look at clock. Wow that was a nice, fun hour.
Proceed to do something else, happily knowing that I don't need to grind the hell out of this game unlike *some* other ones I could mention.
(Optionally: once or twice a week, pick up my main and playtest against randos or with friend from competitive WoW Miniatures days over Skype in preparation for future tournaments.)

This is almost exactly like my day except, my opponents quit on me.  I usually end up with 5 or 6 games on my screen that are "waiting for opponent".

It's just not fun like this.


Forgeborn Initiate
Forum Posts: 3
Member Since:
April 21, 2013
August 24, 2013
9:02 am

Some sort of stat page would make me play more, something to boast about or to show off.


They could make it optional to show your stats too. 


Basically a profile page would be lovely! (Maybe with a slot showing your collection of cards too)

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