Crafting : Colder Feedback


(Ptiloui) #1

Hi all,

Months after the crafting update, i would like to post my feedback about this system, as we all were able to test it out on a larger period of time, instead of the fresh feedback some of us and youtubers gave.

To be honest, my feeling right now is not much different from my first one : this crafting system feels too much grindy. I really miss the “upgrade” feelings we had before, where you spared your cards to get the next rarity and made your way to the highest rank.

And now, i know why they add options to buy 10 cases at a time and quick opened them : you need soooo many cards to get gold and, of course, cobalt, that without this option, i would be so much a pain that noone would craft.

Lastly, even with the maths, i don’t think this crafting system cost less than the previous one, as you spend every credit in buying cases, just to recycle everything and play again until you reach 10k and spend them on cases and so on.

Yeah, cobalt get more value as it is more difficult to get them. Or maybe they lose their value, because it is so much unaffordable that no one try to craft them in the end ?

So, after months of testing it out, what are you all thinking about the crafting system ? Have your opinions changed by the time ?


(TheStrangerous) #2

The best thing was the recycle thing.

For the longest time I wanted to get rid off certain cards, but thankfully I can (unfortunately I can’t get rid of those ugly looking special edition from gen 1).

But I can see why people loved having a gradual tier progression, and get some desired cards caught in the RNG, on the way to desired rarity.

They could go back to 1st system if the want to, but the recycle option could be kept, as some sort of waste container for undesired cards. So that they wouldn’t appear in the inventory.


(DarkMatterMatt) #3

I know I’ll just save my fragments for events when crafting goes on sale. Personally, I’m think bronzes do the job, and I’ll buy ones I want and not worry about cobalts/golds


(hawkeyeguy99) #4

I like the system but I agree with you in that it feels to grindy. Recently I’ve come to accept and even agree with the fact that cobalts aren’t overpriced and having them highly valued simply means I enjoy the ones I have more. If I could only change one thing about the system it would be to add some sort of progression through the rarities back in, everything else can stay as far as I’m concerned.


(Press E) #5

Honestly I don’t mind the system, although I did prefer the progression. But the reason I dislike crafting is because the prices are simply ridiculous. Math or not, the devs need to take a look at those prices and reduce them.

I wish they would look less at how it compares in price to the previous system and more at how it is now on its own. Maybe it does cost about the same compared to the old one, but that much for a cobalt? No, that’s just stupid.


(ImSploosh) #6

The new system is just as shitty as it was before. This false upgrade was not needed. The previous system was fine and just needed some tweaks (such as mass trade-ups for lead/iron cards). The new system is more expensive than the old system (in almost every way except for going from all leads to one cobalt). Buying Elite cases isn’t even worth it because Silver/Gold cards have been devalued. They’re worth less when trading in and they’re also not worth trading for.

Most people have been hoping for a revert to the old system just like a revert to jump-sniping… :wink: I can see how the new system appeared to be a good idea, but the result was bad to say the least. There have been quite a few suggestions on the forum to combine the systems so the new system is more appealing.

I don’t understand why they’ve kept the new system rather than just reverting to the old one a few months after release of this new one? I guess it sounds simple and maybe it requires some more work… Don’t know. That whole progression aspect and collecting cards was a big part of Dirty Bomb. Although I love the gameplay and I won’t quit because of it, I do miss being able to trade up cards rather than just keeping the tons I’ve gotten from cases over the last few months. It’s not that I play for the cosmetic aspect, but it was a great bonus to have.

Sadly, this happens to a lot of games. Things get changed or completely overhauled that didn’t need to be. Don’t get me wrong though, I still love the game, and the devs are great. Hopefully the upcoming update won’t be disappointing.

My opinion: chew me out however you’d like. :wink:


(GatoCommodore) #7

Sell me the Crafting kit SD senpai
why do you put Crafting kit if you cant sell it


(The_N00Ba) #8

As far as the equipment cases go, I have found that on “average” using equipment cases to craft is cheaper than using them for trade up.

Because the equipment case drops have been changed it is now possible to get higher rarity cards with fewer cases or the same amount in the crafting system.
Because the equipment case drops have been changed it is also now possible to get more higher rarity cards sooner which means it is possible to require fewer cases for certain rarities in the crafting system.
For those who pay 1k for an equipment case, this basically means on “average” you should be spending less on cases for most rarities.
You, however, do need more cases for a cobalt based on the math I have done.

As far as the actually crafting/trade up cost is concerned, I have found on “average” crafting costs are cheaper than the total Trade Up costs
Trade Up “Average” Total Crafting
Bronze 2k 1.5k
Silver 10k 5k
Gold 29.5k 25k
Cobalt 158k 50k
Even if you include the extra cases needed for a cobalt, I found on “average” you will still be less than 158k.
To me things are cheaper with equipment cases in the crafting system.

Now as far as the other cases are concerned…well… simply put…
No…
Not really cheaper currently.
This does need to be focused on by SD since it does concern their cash flow.

Honestly mathematically I feel the two systems are very similar. I just really wish they kept some of the lower cost amounts in as well as providing a pay for it all at once feature as player options. Some people just want to hit a button once. Others want to see progress more periodically.


(bushyg) #9

They said they were going to change something about crafting, but they also said they’d put trading in. I mean, trading is something that people have been asking for since loadout cards were announced lol. It seems like they’re in no hurry to change crafting, even though it pissed a lot of players off and even made some quit.


(bushyg) #10

Oh, and through some 50 or so levels, I’ve obtained 13 weapon kits. It’s fucking absurd, yet it’s barely been addressed.

I’d much rather see the upcoming optimization over any loadout bs tbh, but I feel like they milked the time they took making the ‘new’ crafting system, and now they’ve just swept it under the rug. It’s something that could be fixed quite easily- not left as is for 5+ months with a single event as an apology.


(BananaSlug) #11

i dont pay attention to it, i just replace my bronze cards with skins that i like on my fav cards, sometimes you get lucky and its nice suprise, so over all i like it, but i also miss the progression… maybe if we would have proper paying system, not this rng bullshit


(LifeupOmega) #12

I just want the whole thing destroyed, I’ll go back in time four years and stop them from ever combining loadouts and skins.


(Xenithos) #13

I’d never played then, so I don’t know what it’s like, however, I do know that I do enjoy the loadout card system. It makes DB unique in a fixed way. If I would fix it, I would allow you to attach skins to the loadouts you like best. Such as if you have an S95 Stoker, you can attach the skin you won to it and change it to that.

Seems way easier to me than letting people become more and more butthurt at the rediculous amount of RNG.

Just let them give Rarity skins for each different type of merc, i.e.
Cobalt Shard skin for any medic.
Gold Swiss skin for any Assault.
Purple Twitch skin for any Ammo Support merc.

Attachable once only. Use Karma scissors (OC Db will create their own word, whateva) to detach it. Detaching costs real moola.


(Ptiloui) #14

[quote=“The_N00B;212482”]
As far as the actually crafting/trade up cost is concerned, I have found on “average” crafting costs are cheaper than the total Trade Up costs
Trade Up “Average” Total Crafting
Bronze 2k 1.5k
Silver 10k 5k
Gold 29.5k 25k
Cobalt 158k 50k
Even if you include the extra cases needed for a cobalt, I found on “average” you will still be less than 158k.
To me things are cheaper with equipment cases in the crafting system.[/quote]

Indeed, i really feel that crafting bronze, silver (and maybe gold too) is cheaper and easier than before (even if you need more cards than before). And that’s enough to please yourself having a good looking skins with a really good loadout.

But cobalt just became ridiculously expensive and brainless grindy.

In the meantime, did a lot of people buy elite cases in the shop as before ? As for me, i didn’t since the crafting update (last thing i paid for was during the REV event), but if they raise the odds to get a cobalt…


(The_N00Ba) #15

Yeah cobalt costs did go up requiring more time and credits to get them.

I don’t what the demand for the elite cases ia currently. Only SD/Nexon have that data.

i do imagine that demand has decreased simply because costs for crafting only from those cases has increased dramatically.

I hope this does get addressed as early as possible because this does impact their cash flow.


(GatoCommodore) #16

SELR ME THOSE GRAFTING GEETS FER GERD SHAKE!
I NEED 'EM DU GIT GUBALT!


(Your worst knifemare.) #17

As much as i dont like it…im usually getting cards im happy with on the first few tries.