[QUOTE=PixelTwitch;510698]Ok, so after a lot more time with them lets do this…
<snip>[/QUOTE]
“You must spread some Reputation around before giving it to PixelTwitch again.”
Cheers!
[QUOTE=PixelTwitch;510698]Ok, so after a lot more time with them lets do this…
<snip>[/QUOTE]
“You must spread some Reputation around before giving it to PixelTwitch again.”
Cheers!
I think “LOOTER” should be put in game as a routine feature, not a card.
kill a fieldops - get ammo
kill a medic - get a health insta pack
kill a soldier - get a nade
It’s specifically designed for lone-wolves. It’s facilitating a certain niche playstyle. Making that playstyle easy to do across the board would break the team synergy.
no it won’t! =)
i think it is a good analog for ET’s grabbing weapons from the dead.
[QUOTE=Anti;510722]
It’s a lot to be considering and balancing at once so getting your point of view would be interesting.[/QUOTE]
Well as long as these don’t offer constant raw buffs like (+Damage+HP, etc) I wouldn’t be all too concerned. I like the idea that these would be oriented towards play styles for the most part, but the extremely grindy nature of the card unlocks and the fact that you have no control over augment combos makes it feel like a side show for the most part. I read the perks on the card for the first couple days and after I sort of just ignored it all together considering I had no control over it anyway. If perks and main/secondary weapons were interchangeable on cards, but needed to be bought with XP/money… I think it would be more acceptable in ranked games. The rarity appeal is all about the skins and knives, just look at CSGO. Ideally I’d want drops to be broken up into ‘merc skins’, ‘weapon skins’, and ‘knives’ that could only be bound to a single merc if used, and then being able to unlock the weapons/perks of choice with XP and alternate combos at will.
As for the impact of the actual perks themselves, it’s really tough to give feedback on how I feel about each one for said reasons. I’ve read the list and I don’t mind most of what I’ve seen. In LoL runes are sort of fluff for the early game anyway, so having perks be more valuable in the mind than having a significant impact isn’t a big deal. If you offered more control like mentioned, then I’d go as far as to say that giving them more significance wouldn’t be something I was against.
[QUOTE=INF3RN0;510760]Well as long as these don’t offer constant raw buffs like (+Damage+HP, etc) I wouldn’t be all too concerned. I like the idea that these would be oriented towards play styles for the most part, but the extremely grindy nature of the card unlocks and the fact that you have no control over augment combos makes it feel like a side show for the most part. I read the perks on the card for the first couple days and after I sort of just ignored it all together considering I had no control over it anyway. If perks and main/secondary weapons were interchangeable on cards, but needed to be bought with XP/money… I think it would be more acceptable in ranked games. The rarity appeal is all about the skins and knives, just look at CSGO. Ideally I’d want drops to be broken up into ‘merc skins’, ‘weapon skins’, and ‘knives’ that could only be bound to a single merc if used, and then being able to unlock the weapons/perks of choice with XP and alternate combos at will.
As for the impact of the actual perks themselves, it’s really tough to give feedback on how I feel about each one for said reasons. I’ve read the list and I don’t mind most of what I’ve seen. In LoL runes are sort of fluff for the early game anyway, so having perks be more valuable in the mind than having a significant impact isn’t a big deal. If you offered more control like mentioned, then I’d go as far as to say that giving them more significance wouldn’t be something I was against.[/QUOTE]
Pretty sure I’ve mentioned it before but we are working towards a system where some element of ‘crafting’ will exist, so there will be a quantifiable route towards the cards you want.
When it will make it into the game I’m not sure, but based on the first round of feedback from you folks, and our own thoughts on the system prior to its release, we realize there needs to be some control beyond pure random drops.
Augmentations could be divided in broad roles ‘support’ ‘combat’ (more meaningful than that) and players could assign a preference to the card drops.
The preference would give a higher probability to their preferred type of cards and these cards will be obtained more frequently relative to the rest. This would allow players to ‘steer’ towards their goal.
That said. Card systems work on the premise that players have no control over it. That’s what creates the economy and trading community surrounding it. The real control is the aftermath once the cards have been dealt. Until DB has such a system, where players can easily and freely trade their stuff, then there really isn’t any added value to cards. A tech tree or modular system would be better.
True But before ROS…
Pay to win D3
Buy Gold…
Real Money AH
Trading was broke…
Crafting was broke…
And to your point drops were broke but now they seem better but still a little ridicules…
This game also just broke on me… 4 v 4 in a euro server 20 minutes ago and the server crashed blowing up my compute Ctrl, alt del time…
I cant wait until SD has the final maps in place and they can focus 100% of the effort on nailing down small tweaks and I guess large tweaks and bugs. OK well basically everything haha!
[QUOTE=Anti;510722]Question for Humate and Inferno based on your feedback then.
Our expectation is that these cards will be used in ranked play in the game but that you wont be able to enter ranked play until you’ve reached a minimum level, a bit like LoL (to ensure you have enough Mercs and load-out choice to be competitive). My question is, would you still be want augments to be more impactful in these circumstances?
We have a fine line to tread in this regard, we want load-outs to be desirable and as a F2P game we obviously need to have people pay for some micro-transactions to make any money (so we don’t really want mechanics and rules that then ban or award stuff people are buying). At the same time we want to avoid pay-to-win and support ranked play, as well as have augments be impactful despite most FPS players default stance to any sort of progression or side-grade being “this is not for comp play!”.
It’s a lot to be considering and balancing at once so getting your point of view would be interesting.[/QUOTE]
I agree with that Inferno said as long as Damage or HP is affected…
I can see some of the medic skills being useful… Finally a reason to use medic? In ranked Medics are going key!
I love the idea of people not being able to play ranked right as soon as they download the game. You will have to figure the level and merc level at which they can join… LOL was a long long time to level up to 60 and also gather enough mercs…
As you know we hate the idea of pay to win however pay to speed things up is OK… If the a person can play 8 hours and get enough points to unlock one crate or 2 hours worth of points for a crate re-roll… I am all for that. As long as I can put in the time and still have the ability to get everything that is available to a person that will pay, again I am all for it… Specials and Deals are also an amazing way to do this. I bought $30 worth of LOL stuff and that was it. I think it was a merc bundle that also came with skins. That gave me zearoth and I was pumped haha!!!
I personally do not think that Skins will be super popular especially in ranked where people are going to tweak cfg’s to get the most FPS as possible. Unless you end up locking this so everyone’s game is very similar then maybe… Abilities and ammo/hp station skins and color would be sweet… Stocker Ammo station deploys into an Xmas tree and a white pulse comes out the bottom and if you want to get really crazy a small train will go around it haha!!
That grenade chick can shoot xmas or pumpkins or snowballs or something out of the gun…
There some many things you can do but in a competitive FPS where every frame counts who will want that…
So this is where your crates come in however crates will only be a very small purchase item… AND they can be purchased with XP - Money/Gold Earned in game with enough hours.
Soooo what is going to be your main money cow? Not skins… Not Crates… Not Ability Design… Not buy in tourneys…
Guns???
New Mercs? (You are going to need double your current merc pool!!) (LOL has what… Triple the current DB pool if not more…)
I think crates can generate some money but crates should have a sub ability where more xp-Gold can be put into… Buff the 3 abilities until max crate! Sort of like the ruins in LOL…
I guess to Inferno’s point that crates dont buff damage or HP i say ok but what can they buff… In LOL guess what… They buff Damage and HP haha! Just a little thought but still a big advantage.
Can you imagine if DB was allowed to ban mercs like in LOL or if you were only given 1 merc per Map… The 1 merc might not actually be a horrible Idea and neither might the ban… Ban Vasili, Bush or Fragger/Thunder… Or be a dick and ban Saw haha!! With the one merc and 2 bans people will need to select their merc carefully… LOL has no doubles and the current merc pool isnt deep enough for that but it could be… The 3 mercs I guess would work pretty well in ranked…
I cant wait to start testing this indepth stuff! Ranks, match making, customizable crates, rank rewards, progression… Basically the gutz of the game…
Still need to focus on maps, balance, performance and bugs though…
SD you have your hands full!!
After thinking about it I would rather have a merc progression to unlock and also a crate augment unlock… This takes the randomness out of rolling a crate…
At level 20 you get a blank crate that can be used for every player. One Crate… You can buy more either with money or XP-Gold.
You progress your merc to level “whatever” and unlock the augments. The augments can be put into the crate for a 10 xp cost or something.
You will need to play each merc at least 480 minutes (Goal to fully unlock that Merc) Level 10
I would also like to see 3 power holes in each augment that can do stuff… Boost the ability for 1% or something for a total of 3%…
Bought with XP or Money like Ruins in LOL or Gems in D3 ROS or Path of Exile.
I just hate the idea of Random crates… Give me no control… Let me do whatever I want to my crate after I earn it…
This would make people play ever merc to unlock the augments and it would also let you make a rule that you need 6 mercs that are level 4-5 to play ranked. Bronze league skill people have unlocked and half powered up.
We have a fine line to tread in this regard, we want load-outs to be desirable and as a F2P game we obviously need to have people pay for some micro-transactions to make any money (so we don’t really want mechanics and rules that then ban or award stuff people are buying). At the same time we want to avoid pay-to-win and support ranked play, as well as have augments be impactful despite most FPS players default stance to any sort of progression or side-grade being “this is not for comp play!”.
Yes I definitely can understand leaning towards transparent augments for the reasons you mentioned.
None of the augments seem imbalanced, at least from the ones that Ive had the opportunity to test.
The other side of that line of making loadout cards desirable – from my standpoint as long as theres an additional layer of depth elsewhere in the game that provides meaningful gameplay then the augments can be as they are, they dont need to be super exciting.
[QUOTE=spookify;511125]Got my First EPIC card!!!
Thunder with Stockers gun! lol!!![/QUOTE]
Yeah, very epic! I thought that as well when I got mine. XD
Card update - got a Bushwhacker card at last but was just a clone of the default :mad:
Arty 7
Aura 8
Bush 1
Fletch 5
Fragger 6
Nader 5
Phoenix 6
Proxy 10
Rhino 7
Saw 1
Sky 6
Stoker 1
Thunder 4
Vasilli 2
1 Fragger legendary so far (sky’s AR + bat)
Hows the processing going on this? A lot of these Augments “perks” are useless in game… Anyone on making or customizing our own?
I do not want Throw Nades Back! Totally Useless!
I also have like 10 double cards already… I also have zero combination of Card, Merc, main gun and perks I like… ZERO!
Are we going to get crazy with these things like Aura with Stokers gun?
What about my Idea of Half Abilities and Same Class Boosting or swapping?
[QUOTE=spookify;515507]Hows the processing going on this? A lot of these Augments “perks” are useless in game… Anyone on making or customizing our own?
I do not want Throw Nades Back! Totally Useless!
I also have like 10 double cards already… I also have zero combination of Card, Merc, main gun and perks I like… ZERO!
Are we going to get crazy with these things like Aura with Stokers gun?
What about my Idea of Half Abilities and Same Class Boosting or swapping?
I kinda feel like this is the wrong thread for this kinda talk. I think you have some interesting topics here but I think replying in detail would throw this thread off topic.
i dont know, whats the reason. but i do not check loadout cards anymore. not interested in random stuff. i’d better play on default.
there should be more clear way to get what you want.