I think that, ultimately, the failing in the economy change is that they have chosen to use negative reinforcement on the one-or-two-games-a-day (OOTGAD) casual crowd as a whole when they don’t really need to to get players to play more.
Think about it. You basically have two main types of OOTGAD players. Some (OOTGAD-1) go OOTGAD because it’s what’s efficient and they will willingly turn into eight-or-nine-games-a-day (EONGAD) players with the advent of an efficient plateau carrot for the EONGAD play pattern; other players (OOTGAD-2) are OOTGAD because that’s their preferred play pattern and they continue to play Duelyst because Duelyst gives comparatively excellent OOTGAD rewards. You take that away, then they may just go play something else instead of altering their preferred play pattern.
The OOTGAD-1 are fine with either play pattern and don’t need you to punish the OOTGAD play pattern to choose to go EONGAD, just better EONGAD rewards. The OOTGAD-2, on the other hand, may go play something else that fits their play pattern better. I mean, it’s not a zero-sum Game of Gold. When you lose some profit to giving the EONGAD faction X extra Gold to get them to play more, it’s not like you are getting the profit back by taking X Gold away from corresponding OOTGAD faction even if they do stay. It just doesn’t work like that. =S




chillin’ like a villian, 