Can somebody explain to me the credit income mechanic for this game? It’s baffling to me, or seems bugged. I’ve played lots of similar titles and the credit income seems vastly out of proportion to the cost of things.
I had the below game, where I did double the work of my team and got 173 credits? Is this a bug?
It’s not a bug sadly, the income is just that low really. I don’t know the statistics with the credits but from what I have heard, the income formula is 12 credits per minute. (Someone who can confirm this?)
What you can do however is focus on the missions as they can net you in atleast 1000 Credits depending on the mission, aswell as the Daily Win bonus + Daily 1st game which give 500 credits each. The Daily 1st Game separated for both Stopwatch and Objective, meaning that from those three bonuses alone you can get 1500 credits per day.
With Execution coming out eventually we’ll be able to get 2000 Credits per day! Lovely!
Thanks for the information. Think I’ll pass on this, sadly. It’s a great, fun game but wow the punishing income levels detract any long term interest I may have had.
It’s also absolutely baffling that they make you rely on daily missions. As far as I can tell, none of them reward individual skill or teamwork. Just a flat xp with one merc or play a specific mode. It’s absolutely pants on head retarded that the rewards do not scale with performance. I thought this was supposed to be a competitive game, I guess it’s more cash grab than that.
If you just stopped manifesting your prejudices for a second and calculated how many credits you get from missions in comparison to merc prices, you would find that you earn credits very quickly.
I’m also baffled with conflating business model with whether the game is competitive or not.
As MarsRover said. It might look like a small amount on paper, but it’ll be enough in a quicker time than what you might believe.
Just from some calculating, you could be able to net in atleast 5000 credits a day. That means you only need 10 days to get a merc if you play, without active grinding that is!
Also: the amount of credits you earn matter very little in Competitive gameplay. Elaborate~.
Technically with the current system in place, doing every single possible missions(Even if they were all at the lowest reward of 500 credits) you can earn 12,000 credits a day. Now of course those circumstances are super rare as most players do not marathon play nor do they get desirable missions.
Credit earnings seem low in the early game, which is why starting you players tend to get massive bonus’ of 10,000 credits to help them out. But in a late game you will be so fed up with all the credits you are earning and how quickly they pile up.
Usually what I’ll do is just come on for maybe an hour, do my missions, take a break, then pop back on when missions refresh. It means I don’t get bored of the game(Or annoyed due to certain matches) and allows me to be more productive than grinding out the tiny bit of credits earned for matches.
Competitive game that doesn’t reward increased performance with increased rewards? The entire point of a PvP team based game mode is to win, right? It’s competitive. If you don’t reward the people who actually compete, why bother to start with?
How is that not an obviously baffling model?
All of the other F2P modelled games I play either reward time or effort, this does neither. Therefore it’s not hugely appealing. Plus the only missions so far for have been ‘Get Y Xp with this merc’ when they cost between 30k-50k to begin with. It’s not a hugely enticing prospect for new players.
It’s like they’ve gone the full opposite of most the F2P models, which I suppose in a way is a good thing. Break the mould, or at least try. It’s just I’d either want my ability to perform or my ability to do a 6 hour marathon rewarded, not get fixed rewards based on arbitrary missions. Especially when some missions are completely un-viable for those who aren’t already in-game rich.
Worry not, thus even DB’s RNG is not that nasty it’d give you mission for a merc you have no access for It only lists mercs you own, or are on free rotation at the current moment.
Well it technically rewards for the time, it just doesnt reward straight out 6 hour marathons as you stated, but rather finding the most efficent way to deal one mission cycle worth of missions, go strecth out, go for a walk, do the dishes and homework, anything else, and to come back for the next set of missions. I like everything that encourages one to have occasional breaks.
Credits you got from your example come from the minute-based basefee. So for a steamrolled 3-minute Objective match gives out much less credits than a more evenly played, tense till the last seconds, full-time match.
Giving out credits due to individual performance is something I find a bit of a double-edged sword. For an example yea, the Fragger with tons of kills did keep the enemy at bay thus allowing to the team to do the objective, but does that make the efforts of that one Phantom harrassing the enemy medic till insanity, making their support much less effective, weaker in comparison? What I’m trying to say is with such a chaotic play as pubs in DB theres so much things you’re never aware of happening around, that even the bottom score bloke might’ve actually been the one doing something that allowed someone else to shine above all else. Not frequent like stated above but still, giving credits straight out for performance feels bit iffy. Besides that’d start laying out even more TDM(+woO = with occasional Objectives) focused mind-set, where individual performance is appreciated over teamplay.
E: I need to stop using the bus. It gives too much time to awoke the hidden novelist inside and create these wall-of-texts :3 Whoopz.
Gotta agree with OP on this one, credit accrual is painfully slow. Over a week of playing and at this rate I have another ~2 weeks of grinding before I can afford my first 50k merc, and then I may find I dont even like them, THEN I have to grind more for a loadout that isn’t garbage. A month of grinding using the same old mercs to get one that may or may not fit my playstyle isn’t too exciting. The credit per match is insultingly low, while missions give a nice boost, the average player is only going to clear one batch a day. Sure if you marathon a full 24 hours and get a new batch of missions every couple of hours you can get a ton, but honestly who is going to do that?
I’ve already gotten bored with the handful of mercs I have. The current setup of the game encourages people to play only for short periods (just long enough to clear missions) and in little bursts after rotation changes before it gets stale again.
I won’t repeat calculations for the 100th time, but you can earn 4k+ credits for the first hour of playing every day. Which means 7x1h for a 30k merc and 12x1h for a 50k merc. You get enough free cases in the meantime that you don’t need to buy loadouts right away.
You can. As far as I am concerned all you do is add in some dosh into that wallet and then click on the blue symbol when you select a merc.
I just want to point out two things: First, it’s not a wise idea to buy mercs right off the bat. Take the time to watch gameplay of said merc, wait for free rotation to try the merc out before making a decision so those credits don’t feel “wasted.”
Second, you can do good and win even with the default loadout. The augments may give a little bonus but as long as you know what you’re doing you don’t always need them. If you still want a loadout, go over what bronze loadouts you can buy in the Store and pick the one that’s recommended by players.
I can get ~15000 credits in 6 hrs. Too bad I don’t play 6 hrs a day. I can actually get 5000 credits in my first hour, but only when those missions are up, otherwise ~1000-2000 credits an hour.
Giving out credits due to individual performance is something I find a bit of a double-edged sword. For an example yea, the Fragger with tons of kills did keep the enemy at bay thus allowing to the team to do the objective, but does that make the efforts of that one Phantom harrassing the enemy medic till insanity, making their support much less effective, weaker in comparison? What I’m trying to say is with such a chaotic play as pubs in DB theres so much things you’re never aware of happening around, that even the bottom score bloke might’ve actually been the one doing something that allowed someone else to shine above all else. Not frequent like stated above but still, giving credits straight out for performance feels bit iffy. Besides that’d start laying out even more TDM(+woO = with occasional Objectives) focused mind-set, where individual performance is appreciated over teamplay.
E: I need to stop using the bus. It gives too much time to awoke the hidden novelist inside and create these wall-of-texts :3 Whoopz.[/quote]
That’s the game’s issue, not mine. I understand the point, but in a points based game it is down to the game developer to ensure all valuable play is rewarded. I shouldn’t have to suffer impacted income because they can’t balance their system.
@ Mars - I’d like to see those calculations, otherwise as far as I can see you have no proof. I’d accept a link to a thread with the calculations at minimum.
I’d imagine to max income I will have to jump through a series of arbitrary hoops in a specific way. Again my issue is, that basic and good play that contributes to your team and the win is not rewarded.
That’s the game’s issue, not mine. I understand the point, but in a points based game it is down to the game developer to ensure all valuable play is rewarded. I shouldn’t have to suffer impacted income because they can’t balance their system.
@ Mars - I’d like to see those calculations, otherwise as far as I can see you have no proof. I’d accept a link to a thread with the calculations at minimum.
I’d imagine to max income I will have to jump through a series of arbitrary hoops in a specific way. Again my issue is, that basic and good play that contributes to your team and the win is not rewarded. [/quote]
But it does. While it’s not what you want, you do get rewarded with more XP the more you contribute to your team. And on top of that, missions that want you to play a merc can also be seen as a good time to actually try that merc out. Really, just try to focus on those missions and you’ll see that it doesn’t take eternity to get a merc and a loadout card.
I was going to give you a quick calculation but @MarsRover got before me. Hats off to you.
Just remember that the missions can be done more than once a day too so that 4100 credits can be considered the lowest amount you can get.
(EDIT: Refining the post to make it sound more decent and proper.)