Crafting costs


(Nibbles02) #21

I made a small chart for myself a while ago, while Blade and Soul was still alive, for the credit cost of buying bronze cards from the shop and the total costs of each card in each prerequisite;

1 iron = 3 lead
1 bronze = 3 iron or 9 lead(17,500)
1 silver = 4 bronze, 9 iron, or 36 lead(70,000)
1 gold = 4 silver, 16 bronze, 48 iron, or 144 lead(280,000)
1 cobalt = 6 gold, 24 silver, 96 bronze, 288 iron, or 864 lead(1,680,000)

If you got all lead cards from 1,000 credit store cases, it would cost you 888,000 credits to craft up 1 cobalt, which, according to the mathematics in this thread, is a net increase of 495,334 credits(over a 1.5x increase), including the 50,000 fee for actually making the card, an increase from 24,000 and the added fragment cost.

The servers crashing at the end of the game and forfeiting all of your XP and earned credits, not to mention mission progress, makes it pretty hard to accumulate enough even then at the moment.

I traded 5 gold cards and 4 cobalt cards and got a grand total of 31,000 shards; cobalts cost 20,000 shards to make and give back 13,000, and golds cost 2,500 and give back 2,150 shards. This means I lost 28,350 shards worth of card value and would then have to spend another 50,000 credits on top of that to make a single 1/18 loadout/skin chance cobalt card. They also said that it would be cheaper, but it’s only cheaper from bronze -> silver -> gold, everything else is inflated out the wazoo.

I could have made 3 cobalt cards with all that, now I can only afford one.


(ClemClem7) #22

I did some math about this system costs from lead to cobalt in 3 ways:
-From lead to cobalt without step, all in one go
-with same steps as before update (upgrade one tier at each step)
-From lead to silver, then gold then cobalt (for those who want to get high rarity cards but not only cobalt)

The result is:

  • It costs 1334 leads and 50000 credits
  • It costs 3600 leads and 1600000 credits (!)
  • It costs 2350 leads and 550000 credits.

With old trade up system, we had, anyway:
-864 leads and 322000 credits.

I know it was a feature done for the players to spend less time in trade up, but this is not a good thing.

As I already post on the announcement part, this system can be good if we spend credits on the recycling step rather than the crafting step.
With transparent prices from trade up:
Recycle a lead cost 500/3 credits
Recycle an iron cost 1000/3 credits
Recycle a bronze cost 2000/4 credits
Recycle a silver costs 4000/4 credits
Recycle a gold costs 10000/6 credits
And with no loss of value in fragments.

Then we have a crafting system completely transparent from the trade up system.
Idk about trade in but as it’s wasn’t used before, we can think that it hadn’t good costs.

Idk if they have people who can do some math, but as I think there is some devs who programs, they know some basic maths and logics.
Listen to them maybe.


(Nibbles02) #23

[quote=“ClemClem7;193316”]

-snip-

Then we have a crafting system completely transparent from the trade up system.
Idk about trade in but as it’s wasn’t used before, we can think that it hadn’t good costs.

Idk if they have people who can do some math, but as I think there is some devs who programs, they know some basic maths and logics.
Listen to them maybe.[/quote]

The cobalt trade-in cost 2 cobalts for one, a 50% loss, and the gold, if I recall, cost 4 gold for 1 end result, a 75% loss in value. Bronze, silver, and gold trade-ins are now significantly cheaper but cobalt trade-ups are incredibly expensive now.


(watsyurdeal) #24

To be honest I much prefer this system, I hated how it used to be compared to now.

I much rather just get directly to the card I want in the rarity I want, if you want to argue that it’s going to cost money to get what you want…it was the same way before as well so that argument is kind of moot.

At least this way, eventually, we’ll be able to craft what we want with as little RNG as possible.


(Kakutov) #25

Its totally not worth to disenchant cobalt loadouts. But that’s only my opinion.


(Cletus_VanDamme) #26

Sure it’s more convenient, the the end result is laughable.

SD I give you guys props for creating this amazing game, but honestly you need a broom to go through your office, stat.


(EverythingElse) #27

[quote=“Selloct;193121”]What the @$!# were SD even thinking of when making this system? I thought from the videos that you need fragments to craft, but it turns out you need fragments AND credits. And the best part, even way more credits than before! The “good” part: ‘‘There is less clicking than before’’! This game is going down under.

[/quote]

And even the “way less clicking” is bullshit as for everytime you drag a card to recycle it has a damn popup saying “Are you sure you want to sacrifice a card to RNGesus?”


(watsyurdeal) #28

What would yall have preferred? To keep getting gold and silver cards you may not even want just for a cobalt? Spending all those credits and cases only to get something you don’t want?

This system is flawed atm, but it has room to get better in a few weeks or less. If we get say, a skin kit (maybe looks like a paint can), and weapon and skin kits can be bought with credits, I think this system will be exactly what we are looking, despite the high costs.

But, then again, it’s not like we didn’t spend that much anyhow. :\


(DMaster2) #29

Imho iron should cost 0 credits and bronze max 1000. Those two are especially daunting for new players.
Still i wouldn’t mind a generic cost reduction for all of them. 50k credits for a cobalt you can’t even choose is very pricey goddamn.


(Herr_Hanz) #30

am i glad i finally got my first good loadout in cobalt last week :dizzy:

its good that we can directly go to gold loadouts instead of having to go through iron, bronze, and silver, but the trade up system is much better than this fragment system for people who already have cards with rarity’s higher than silver.


(Sinee) #31

SD has always been good at making it look like they’re going to totally make it easier for you to get what you want. But it only ever looks that way unless you break it down. This has pretty much always been the case.

These systems and nicknacks and all this with the trading or crafting or whatever are just placebos and gimmicks. They’re still going to make it nearly impossible for you to get what you want, because a customer getting what they want is a bad thing to their F2P business model. We all need to remember that.

Whatever they come out with is and always will be a placebo to make you feel like you have a chance so that you keep biting onto the gimmick. You getting what you want and being satisfied is the worst thing to the kind of F2P business model DB has.

tl;dr: It’s bad for SD if you get what you want, but they toss gimmicks because they want you to keep thinking you’ll totally get what you want, so that you keep playing their F2P model.

Personally I’d sooner pay anywhere from 40$ for this game like I did for Overwatch if it meant I didn’t have to mess with this sheep-feeding crap.


(BananaSlug) #32

@Mercy yeah but if the game would cost 40$ it would probably die :confused:


(doxjq) #33

[quote=“Watsyurdeal;193382”]What would yall have preferred? To keep getting gold and silver cards you may not even want just for a cobalt? Spending all those credits and cases only to get something you don’t want?
[/quote]

What I would have liked was a heads up on prices or perhaps a warning that anyone who had cards below cobalt were going to get screwed over.

As I explained in my first post, I had 27 golds and 41k credits, which was enough to get 4 cobalts and still have 3 golds and 1k credits left over under the old system.

Now the new system has been put in place, and I can’t even afford one cobalt. I need 50k credits to do one trade and now that golds are worth a lot less, I only have enough golds to do two cobalt trades since it now takes 9.3 golds for a cobalt instead of 6.

The system is better for people starting out, there’s no question about it, but for those of us who have already spent 1 million+ credits trading up to golds are seriously screwed over, because the new systems 50k fee for cobalts is designed for people who haven’t paid any trade up or trade in fees for rarities lower. There’s no compensation what so ever for all the money wasted on the old system.

It’s actually a little retarded. Like I would have spent how much to get each of my golds? 100k or more? I can’t remember the math off the top of my head. Now if I want to use them to get cobalts, all those fee’s I paid in the past are now incorporated in the 50k trade up fee again. I’m paying twice.

tl;dr - New system is better, but it screws over anyone who saved up their golds for future cobalts, as golds are now worth less and we end up paying our trade up fees twice.