So, it’s no question that boosts are hugely disruptive to the game, as they’ve been implemented in a way that makes them far, far too powerful. I think boosts are a fantastic idea, but they’re too powerful, too common, and not limited in terms of scope/application (i.e. too many per dino).
But how valuable are boosts, really? And why do they feel so disruptive - or unjust - to some players? I threw some data together to try and quantify what we’re all feeling (or, most of us). My conclusions don’t really tell anyone reading this what they don’t already know, but sometimes, seeing the data helps us visualize the effects of something. Upended, in a bad way.
The TL;DR is this: if we take Indoraptor, look at the gains of leveling it from L26-L27, and compare the leveling gains to applying one boost set (HP+Attack) to the same Indo (the same 5% gain for each stat in each case), boosts are the equivalent of getting 50,000 Velociraptor DNA, 1,800 T. Rex DNA, and 143,200 coins (assuming an average of 22.25 DNA per fuse for both Indo and I.Rex, and counting 200 and 1000 coins/fuse for I.Rex and Indo, respectively, along with the 120K coins for level-up). That’s Table A, below. In terms of time, I estimate it to be a shortcut of 33 days. See Table B, below. As for upper and lower bounds on time, see Table C. In all of this, I’m not even counting the cost of a boost pack, because it’s a rounding error in all of this.
And this is why boosts feel so wrong to most of us: they allow for a shortcut to power for players with lower-level dinos that pretty much negates the work (grinding time and/or money) everyone put into building teams over an entire year. To be clear, I think boosts should be in the game, but not like they are currently. I also want to state that it’s not that someone with lower-level dinos shouldn’t be able to win, or that higher-level teams have a right to always win, but in how boosts can laugh in the face ot the time and money spent on grinding and team building.2
…and that’s just with 33 days as a rough starting point for one dino; apply this analysis across multiple dinos, and multiple boost levels vs. level-ups, and the effect is exponential. And, of course, this analysis ignores the impact of speed boosts, which is arguably much greater.
The following table lays out the data used in my example. It’s perhaps a bit clumsy, since trying to adapt a matrix to a 2D table is inelegant (especially with markdown, LOL), but this is a good representation of the math behind the example:
Table A: Theoretical DNA Required to Bring Indoraptor from L26 to L27
|Indoraptor (L27)||Velociraptor||I. Rex||Velociraptor||T. Rex|
|DNA for Level-Up||350|
|DNA Used/Fuse (Indo.)||↸||2,000||50|
|DNA Needed (for Indo.)||for 16 fuses ---->||32,000||800|
|Fuses Needed (I. Rex)||36.0|
|DNA Used/Fuse (I. Rex)||↸||500||50|
|DNA Needed (for I. Rex)||for 36 fuses-------||-------------||------->||18,000||1,800|
Next, I put these DNA needs in terms of collection time, and basing the time on assumptions about DNA per encounter, and encounters per day. These assumptions are going to vary by quite a bit across all players, but again, it demonstrates just how much value boosts have from a time standpoint:
Table B: Theoretical Collection Time, Velociraptor & T. Rex (Indo. from L26 to L27)
|Total DNA Needed||DNA/ Encounter||Encounters Needed||Encounters /Day||Total Days|
Throwing that into a sensitivity table around T. Rex encounters, and holding that 160 DNA/encounter constant, the range of days to level-up looks like this (obviously, for all values below 15.4, Velociraptor becomes the gating factor, so I’m holding that constant as well, hence the 15s in the NW quadrant).
Table C: Range of Days, T. Rex Encounters (Indo. from L26 to L27)
|T. Rex Encounters||L24-25||L25-26||L26-27||L27-28||L28-29||L29-30|
|3.5/Wk. (1 every 2d)||16||18||22||26||30||48|
If anyone’s interested, I can easily run sensitivities on different variables, and/or change the base dinos and assumptions (since it’s all in Excel, including a programming of the markdown language for posting tables).
1. The 22.3 DNA per fuse figure is one that I’ve roughly observed, but is backed by the Metahub analysis from last year, using a larger dataset than just my n=1.
2. To those who mention that, since boosts are available to all, the new ranks reflect a new normalization based on player skill and team level over X number of trials, you’re theoretically correct, but it’s erroneous in practice because of the deeply flawed boosts system as implemented. That everyone has access to boosts does not make the system balanced, since certain dinos can be so OP that they obliterate everything in sight. Not only that, true normalization would include the ability to reallocate boosts once players have seen how they’re performing, but that’s not possible. Add to this the inanity of how trophy wins/losses are allocated, and you have the broken system before us.