3 cobalts + 24k = 1 new random cobalt - what do you think?


(triteCherry) #21

They could make Cobalts cost 100k trade in and lower the chance to get them in cases drastically if they wanted to, that would make them the rarest and highest value. The problem is there is a point where people, even those who enjoy collecting cosmetics, don’t give a **** anymore. If they want people to lust after them, it has to be reasonable.


(Sorotia) #22

I don’t really like it…but then again I’m a born loser who can’t really on the luck of a RNG to ever really give me anything I’d truly want without wasting lots of time and effort…but on the other hand something is better than nothing?

like @Faraleth mentioned it’s in beta…so hopefully they will listen to logical feedback on it!


(Daergar) #23

Completely ridiculous.


(Daergar) #24

[quote=“viridianEmplacement;91482”]Oh dang, I thought it said we can pick the card of our choice.
disregard my vote then.[/quote]

You saved yourself a beating. :wink:


(Corpse) #25

[quote=“triteCherry;91517”][quote=“Corpse;91512”]
It should be clear that the cobalt cards are intended to be the rarest and highest value cards out there, but apparently people are getting them too easily to value them as such.
[/quote]

They could make Cobalts cost 100k trade in and lower the chance to get them in cases drastically if they wanted to, that would make them the rarest and highest value. The problem is there is a point where people, even those who enjoy collecting cosmetics, don’t give a **** anymore. If they want people to lust after them, it has to be reasonable.
[/quote]

Part of the problem is that people also place value on what weapon and perks a card has, resulting in huge differences in perceived value between cobalt cards.
And just changing the skin is obviously not valued highly enough to disregard what else the card offers in terms of weapons and perks.
Maybe SD could consider separating the weapons and perks from the skins. Give the weapon/perk part a low value and thus easy to get and give the skin itself a separate value.
This way people won’t grumble that much about not getting the exact load-out they want but keep the prestige value of a fancy skin.
(The whole system would need a pretty drastic overhaul for this though…)


(sentimentalDime) #26

This is the worst system i’ve seen for this sort of thing. It just is. Considering the fact that SD have been completely unwilling to make any big changes to anything, even though this game is in beta, this is why this game isn’t going to survive. At least that’s what i think.

EDIT: Just tested the system, apparently, you can’t use a card for a merc to trade up for a card of the same merc, for example, say i had 3 cobalts, one for each one of the mercs i main, however, all of them suck. I want to trade in one for a Nader card, alright i’ll do that. WAIT! No, you can’t do that if one of the cards you wanted to use for the trade in is is a Nader card.

Splash Damage/Nexon, i serously don’t know if this is some stupid joke, or if that was actually thought of as a good idea, because whoever thought of it and greenlighted it needs to be tested for every drug in the book.

(The edit was copy/pasted from my reply to the patch notes.)

EDIT #2: IMO this fixes the problem of having unused Bronze, Silver and Gold cards… Except that it was never a problem, and there’s literally no incentive to use the Trade In system for long time players as they (from my experiences at least) will always have a Bronze card with the best loadout available, this system is only useful for either A: New players looking to get disappointed when they trade up their only Bronze or Silver cards, only to get jackshit in return. Or B: The long time player who has some unused Cobalt or maybe Gold cards that they’d like to trade up, the problem with this is, that if they don’t get a desired card, they’re just not gonna use it, and keep on using their Bronze cards.

This way to deal with it is just flawed in almost all possible ways.


(JonSnow) #27

I tought 2 cobalts to 1 random cobalt would be bad…
This… is just beyond ridiculous.

How to solve the problem:

3 cobalts + 10000c = cobalt of your choice

or

Cobalt reroll - costs 10000c/15000c

or

Option to trade down to 4 gold cards.

Agree?


(Eox) #28

[quote=“JonSnow;91526”]I tought 2 cobalts to 1 random cobalt would be bad…
This… is just beyond ridiculous.

How to solve the problem:

3 cobalts + 10000c = cobalt of your choice

or

Cobalt reroll - costs 10000c/15000c

or

Option to trade down to 4 gold cards.

Agree?[/quote]

Agree on everything. It probably feels legit if reroll costs a bit more than trade ups by the way, so 15k credits for a reroll makes sense. All of those three options feels good to me.


(Coconut) #29

I think the reroll cost is a bit low. Given how rare cobalts are supposed to be I’d put the reroll cost closer to 30k credits (the cheapest merc cost).


(FistofDorn) #30

Is there any way we can figure out the math/thought process that the devs used to set it at 24k??

Also, I’m kind of in agreement with separating the player skin and the load-outs. It allows for more cobalt card options because theoretically you could have the gun load-outs you like with different skins and might make people want to spend more to get them…

It’s infuriating to get a cobalt with a terrible gun/augment loadout and then to have to get three of them + so many credits for one RANDOM card again that might be just as bad… yikes


(FistofDorn) #31

[quote=“JonSnow;91526”]I thought 2 cobalts to 1 random cobalt would be bad…
This… is just beyond ridiculous.

How to solve the problem:

3 cobalts + 10000c = cobalt of your choice

or

Cobalt reroll - costs 10000c/15000c

or

Option to trade down to 4 gold cards.

Agree?
[/quote]

Jon snow seems to know something afterall…


(B_Montiel) #32

Honestly, it just fits a system which is based on randomness. I clearly don’t see a reason why buying/crafting things on a random system should leave the opportunity to “redeem yourself” and reroll your card. And by any means, if you can reroll, you should be able to reroll from lead to cobalt, no matter the rarity of a card. And this would defeat the overall purpose of the crates/loadouts/tradeups system. From a pure seller point of view, that’s totally logical as it respects the current overall system.

You want straight value for money ? Get a straight bronze loadout from shop. That-is-it, cut-and-dry.

3 cards might be too high, that’s all. Don’t forget they plan to add steam trades in the far future.

I know I will receive spittles and hates, but what did you really expect ? In most of players’s ideas, I mainly read people who are trying to get their cake and eat it, whaling and milking the whole thing until it will get dry.

So, in a sense, I follow the decision as it is logical in regard of all the current aspects. But I still think the system is not that great, so I’d go for a total rebuild of it.


(Kaktuz) #33

Disappointed. Number of cobalts needed for trade is fine, but I don’t agree with the credit cost nor the fact that I can’t trade for example 3 trash Sawbonez for a new Sawbonez. Why is this even a limitation?


(Coconut) #34

They said that they plan to fix the issue where you can’t trade in Sawbonez for Sawbonez in the future.


(Kaktuz) #35

They said that they plan to fix the issue where you can’t trade in Sawbonez for Sawbonez in the future. [/quote]

Have apparently missed that, thank you. At least something, but it’s still waay to pricey.


(FabiopxK) #36

They said that they plan to fix the issue where you can’t trade in Sawbonez for Sawbonez in the future. [/quote]

I believe its not sawbonez to sawbones, it is any 3 cards to merc you want, just like the current system…well…not this new cobalt one lol


(TmGSpade) #37

3 useless cobalts + a fee for a small chance of getting a useful cobalt is complete bullshit. Might as well make it 2 cobalts + 10k for a cobalt loadout card that you can select. I thought you guys were going to fix this useless cobalt issue, not ruining the fucking game.I am fucking disappointed, but at least this a one way of getting rid of unwanted cobalt. how about trading down a cobalt for 3 gold mercs of your choice? Or 2 cobalts + 10k = for a cobalt loadout card of your choice.


(srswizard) #38

Just awful.
Way worse than my imagined worst case scenario.
Whoever is making these decisions really loves the color blue and RNG, or something.
Personally I don’t place this much value on cobalts.

I understand that if they were giving you free choice with the loadout you’re trading up to, most people would only do one trade up per merc, at most, since 90% of the mercs have one loadout above others, for now anyway.

It’s disappointing nonetheless, and I’d rather they get on with it, and give us the actually interesting cosmetics, and if they’re gonna require 3 cobalts for a reroll, I rather they just give us a new tier to trade up to (inb4 Crimson tier red recolors).


(triteTongs) #39

Is this so the best cobalts can stay expensive on the steam market when that feature arrives?

If so, why not introduce both features at once? At the end of the day, people just want to pick exactly what loadout and skin they want. CSGO would be trash if you couldn’t buy the skins you wanted directly from the marketplace and were forced to ‘trade up/sideways’ at extra cost.


(Monty) #40

One Cobalt: 10K To Upgrade (6 Golds)
One Gold: 4k To Upgrade (4 Silvers)
One Silver: 2k To Upgrade (4 Bronze)
One Bronze: 1k To Upgrade (3 Iron)
One Iron: 0.5k To Upgrade (3 Lead)

If you rely entirely on ingame credits:

You need 864 Lead cards to get one Cobalt.
(16443*3 = 864)

So the actual cost of one random Cobalt is at most:
864k (Cases)

  • 10k (1 upgrade to Cobalt) 1
  • 24k (6 upgrades to Gold) 1*6
  • 48k (24 upgrades to Silver) (164)
  • 96k (96 upgrades to Bronze) (164*4)
  • 144k (288 upgrades to Iron) (16443)
    = 1,186k

1,186,000 in game credits.

Now if you use Expert Cases:

You need 96 Bronze cards to get one Cobalt.
(164*4 = 96)

The cost is at most:

  • 10k (1 upgrade to Cobalt) 1
  • 24k (6 upgrades to Gold) 1*6
  • 48k (24 upgrades to Silver) (164)
    = 82k (In game credits)

Plus the cost of the expert cases:
€16.9910 = €169.9 (100 Expert Cases)

€16.99
9+€9.99+€2.49 = €165,39 (96 Expert Cases)

Now if you use Elite Cases:

You need 24 Silver cards to get one Cobalt.
(164 = 24)

The cost is at most:

  • 10k (1 upgrade to Cobalt) 1
  • 24k (6 upgrades to Gold) 1*6
    = 34k (In game credits)

Plus the cost of the elite cases:
€34.993 = €104,97 (30 Elite Cases)

€34.99
2+€19.99 = €89.97 (25 Elite Cases)

€34.992+€4.994 = €89.94 (24 Elite cases)


Now, the probability is that you will pay less for your one Cobalt card. This is because you get random regular cases as loot, and each higher quality card drop reduces the actual cost.

Additionally, it is possible to calculate the avarage cost for each cobalt, given the listed probabilities for each possible outcome. But I am not paid to do that, so I am not going to do that.


And if I made some mistakes, above, do point them out.