An idea how to fuse the two crafting sistems.


(MysteriousWolf) #1

People were complaining about how the old system was too slow to use and now we complain about how it’s overpriced. So the. Idea is that for recycling a card you get one point of one it’s rarity (lead gives one lead point, gold gives one gold point) - that doesn’t work for cobalts. You can convert between those rarities with the same costs/card(in this case point) ratio as it used to be in the old system. Why no cobalt points? Because you cannot upgrade a cobalt card any higher :), so they drop 3 gold points (and you can craft cobalt from them). You would craft just the same as in the old system - you use lower rarity points and some credits to create one rarity higher card. Downgrading might be possible but I don’t know what you’d get in exchange for doing it… I mean would you get the money back? :slight_smile:

EDIT: For those who think it’s just like the old system… No it isn’t. In this one you can add the ability to craft a card instantly while the game would calculate the cost of upgrading the lover tier points into higher ones. The thing is that id like to keep the new crafting system with the tweak that includes the fact that you scrapped higher tier cards to craft the new one and therefore reduces the final cost properly.

3 gold points (instead of 6 like it used to be) because of the old trade in system that consumed 2 cobalts :slight_smile:

Well that was just a short idea on how to preserve the value of cases - so you don’t pay for crafting from lead if you craft a cobalt from golds :slight_smile:


(Madonna_) #2

In the past i’ve tought about a similar solution, totally agree


(KUST__LunarTM) #3

That’s literally just the tradeup system they had before.


(MysteriousWolf) #4

I found out that it seems like it from my brief explanation so I added a section explaining the difference :slight_smile:


(The_N00Ba) #5

thanks for sharing. :slight_smile: I wonder what Splash Damage is going to come up with. :slight_smile:


(MysteriousWolf) #6

I hope for something good… I don’t want to pay 50000 for upgrading from gold cards instead of 10000 or 15000 ( I don’t even remember the exact cost :P)


(The_N00Ba) #7

From the math I did on the Trade Up system, the “Average Player” was paying greater than 50,00 in order to trade up to a cobalt, when using normal cases that is. I think this was not noticed as much since people slowly traded up by paying small credit costs as they went. If you add all the trade up costs though, I found the “Average Player” was paying more than 50,000 to make a cobalt in the Trade up system.


(MysteriousWolf) #8

I agree, but if you buy elite cases it doesn’t pay off :confused:


(ClemClem7) #9

You just have to merge the two systems:
The rarity you want is represented by a capacity as the number of lead needed (lead 1 ; iron 3 ; bronze 9 ; silver 36 ; gold 144 ; cobalt 864)
Then when you want to craft a certain rarity, it take into account all the successive trades it do automatically.

If you have 18 leads, 3 irons and 1 bronze, its equal to a 36 capacity, then a silver.
If you use these cards to craft a silver, it cost you:

  • 6 trades from lead to iron (6x500=3000)
  • 3 traded from iron to bronze (3x1000=3000)
  • The cost of a trade to silver from bronze (2000)
    Then it cost you 8000 credits.

As you pay all the successive trades, you can trade progressively without loosing any credits or value (pros of the old system)
But you are able to trade to bronze with skipping iron trade, or to silver without any other trades before if you don’t want to have bronze or iron (pros of the new system)