Good stuff.
I hope you’re still open to changes though. With a cost of 500 credits nobody will ever craft an Iron loadout, effectively making the crafting of Iron loadouts obsolete.
A Few Words (and Numbers!) on Loadout Card Crafting & Recycling
RIP Veterans who all ready have a ton of high rarity cards, that we ALREADY payed the trade-up fees for.
And paying customers, because no one that is willing to spend $35 for 10 Elites cases will be happy with 10 silvers and THAN having to an PAY an extra 25K credits or even better $4,49 just to craft ONE gold.
[quote=“YT_CadGamings;192791”]RIP Veterans who all ready have a ton of high rarity cards, that we ALREADY payed the trade-up fees for.
And paying customers, because no one that is willing to spend $35 for 10 Elites cases will be happy with 10 silvers and THAN having to an PAY an extra 25K credits or even better $4,49 just to craft ONE gold.[/quote]
THIS THIS THIS THIS
Being a veteran is never easy in this game.
@YT_CadGamings Simply because …
And i’m still crying over my 6 gold cards, cause i thought it would be enough for a cobalt Turtle when he is out Now i have to grind again for 4 more plus another 50k. So painful.
There are a few things I’d like to ask to have clarified, as well as some more numbers in addition to the previous so I can complete some math to check what was presented.
I’m a little more than paranoid about big changes.
Also, never shoot the messenger, so I gave you an insightful.
My main question so that I can better understand the system, is where did the magical 16.23 credits number come from? How on earth did you get that number, and why is the system based around it?
My second main question is what do you think the average equipment case should give in value of fragments?
W-Wait… so we have a 66.9% chance to get the equivalent of 243.45 credits after spending 1,000 credits on an equipment case in the new system?!
And Irons which have a 23% chance to give 730.35 equivalent credits?
I guess at least we have a 10.1% chance that we get more than our money’s worth… (My second look at this makes me think that the 10% is actually a good thing though…)
But since the new system is cheaper it SHOULD be cheaper overall…
Did you guys do this same math but looking at the old system from an entire leads = 1,000 credits view yet? Base it off the highest price it could be for the old system, and see if your new system beats it?
I’ll do some math after the first two questions are answered regarding that.
So, theoretically, Golds are now worth the equivalent of 65,575 credits as per your 16.23 credit number?
That makes Cobalts worth 374,600 credits as per your number as well?
This LOOKS good compared to the current prices!
Um… holy crap, cool, but scary! 45? How rare? And what other ways do you plan? Like 2 for one 1,000$ equivalent mission? Or during events? I’m very intrigued by this, because it gives more power in choice to the players, but… um, how rare are we talking? Like, cw EVENT case rare? Possibly one in 5 weeks rare?
Hallelujah! Um, are these new equipment cases staying 1,000 credits to buy?
Overall, this system looks good, but some of it looks like it could be a two edged sword. And the 16.23 credit number is very confusing to me. It makes me think that the system could actually be MORE expensive than the previous one, despite all of the obvious efforts to reduce the price.
I love the transparency of this post! Keep it up!
[quote=“ArsonistCow;192785”]“which we round down to 3,200 Fragments + 25,000 Credits”
The table says 2,500 Fragments for a Gold loadout. Which is it?[/quote]
Read the whole post before posting. They said they continued to add a 10-15% reduction all prices between silver-cobalt loadouts, as well as they’ve tried to continuously reduce prices. It is the 2,500 fragments for a Gold loadout.
I’m not good with maths and didn’t understand half of these calculations, but still you get a big thumbs up for this post At least we know (the ones that isn’t stupid like me at least) what the new system will cost compared to the old one. But one question from my side. Will there still be trading-up fees, like the current ones at 1000 credits for bronze, 2000 for silver and so on, along with fragments? Or just the fragments? I tried to read the post but I didn’t get this part.
@Selloct
Yes, but different numbers. Crafting Kits can be used in place of them.
@Selloct
Actually, NO, and yes! There will be no trading up, period. They’re completely removing that aspect. If you don’t like a card, or you’re really impatient for those tastier higher cards, then you recycle it!
But there are still credit costs with the fragments when rolling a card!
[quote=“YT_CadGamings;192791”]RIP Veterans who all ready have a ton of high rarity cards, that we ALREADY payed the trade-up fees for.
And paying customers, because no one that is willing to spend $35 for 10 Elites cases will be happy with 10 silvers and THAN having to an PAY an extra 25K credits or even better $4,49 just to craft ONE gold.[/quote]
To add to that, we still can’t do anything with our special edition cards.
Playing with them is dumb, as that is simply gimping yourself.
So they just sit there, in my inventory poking fun at me… All SIXTY of them…
I like it!
[spoiler]Can we craft augmnets as well? So I can have a Phantom with Undercover, Quick Slash, Chopper with a Katana? [/spoiler]
You still haven’t answered the most important question regarding the whole system though and tbh I’m really quite disappointed.
do we keep the TREE logo for recycling?? the kids all want to know.
(sounds like an interesting system tho, will be good to see how it all pans out)
[quote=“K1X455;192836”]I like it!
[spoiler]Can we craft augmnets as well? So I can have a Phantom with Undercover, Quick Slash, Chopper with a Katana? [/spoiler][/quote]
No
[quote=“MisterBadmin;192759”][quote=“Sploosh;192758”]
Speaking of clicking, how about adding the option to buy more than one case at a time???[/quote]
Details![/quote]
I missed that twice. LOL.
I read the post twice and for some reason I just skipped that part.
Well I’m extremely happy
I was hyped, I did all the math with Excel, and the result is… Craft is better only for lead cards. If you have higher tiers, trade them before the patch.
Even for a cobalt, you can’t say crafting is better because you need 470 more leads. Each lead don’t have the value of 16 credits because you need a case to have a lead, not only 16 credits.
Math with the new system is complicated, then some other people can find some different value, and maybe people will prefer the crafting system.
Personally, I’ll trade at max all my cards before the system release because the new system encourage you to wait until you can craft a cobalt. It don’t take into account that people trade up to try lower rarity.
I want all best loadouts in silver first, then I tradeuped ones which are not the bests in gold, then the unwanted in cobalt. If I have a best rarity of a loadout, I trade the lower rarity to have some other loadout for other merc. The new system make us not try to upgrade the rarity, but go for the better rarity in one go.
Idk if all I said was understandable, so I will say it easier:
Before crafting we can upgrade until we have a cobalt, but before the cobalt we ran the loadout in silver then in gold and finally in cobalt.
Now we’ll run bronze until we have enough points to craft a cobalt. It’s all in one go with no checkpoint. You grind enough point, then all-in and expect good card. If you have not, then regrind
I prefer trade up, and I was expecting SD to keep both system until the community have enough time to know what is the best system.
I know this system is a big hype in the community, but after the release of the numbers, I don’t think it’s a good deal for players.
With old system + old drop rate, it took you almost 408000 credits on average to drop or be able to trade a cobalt (buying cases 1000credits and trade up if you can).
With the new system + new drop rate, it’s 363000. Then better.
But if we compare the system, we have with old drop rate and new system, the amount of credits is about 440000.
Again, these stats take into account that you just want a cobalt or a certain rarity and never trade up again from this rarity. If you trade up from the high rarity you traded before, the cost for the rarity just one tier higher is really big.
(FYI, old trade up with new drop rate take 335000 credits to drop or trade a cobalt)
All these stats are statistics, made with 10000 samples, it’s not a theoretical value, it’s only a stat with Excel rng.
Tl;dr
The new system is good for crafting one tier of loadout, but not for upgrading loadouts from bronze to cobalt.
If you liked crafting 16 bronze to 4 silver and if the loadouts didn’t please you, you craft again to a gold, but if one was the loadout you wanted, you keep it in silver and craft an other silver for other merc. Then you tried to craft gold with your silver garbage to obtain gold loadout…
If you liked it, prepare to be disappointed.
If you only want cobalt for all merc, this new system is good.
Aim on a rarity -> better crafting
Upgrading rarity -> better trading up
All I hoped is SD make both system stay, but imo it’s not going to happen.
@ClemClem7 i guess SD wanted to make the cobalt as a REALLY REALLY rare loadout since people know that from bronze to cobalt its the same just different skin and sometime you may regret trading up loadouts for a better skin ( perssonnaly i regreted trading up some of my loadout when i was new in the game cause i felt i got worse but in reality i was used to that loadout augment )
PS: i think with the new system trading in become better no ? cause i guess no one actually use it
This looks like a good system, I just don’t like the 50k credit cost for a cobalt. I’d rather spend less and get a gold card.