FINE TUNING UPDATE - OCTOBER 2015


(moonlitAbility) #21

yeah… as someone sitting on top of a bunch of colbalts i never use and some duplicates, having bought a number of elite cases, i was looking forward to this patch… but the cost is kind of outrageous, especially for more rng. i havent done it yet, but im fairly sure after spending 50k creds and 6 colbalts i dont use for 2 cobalts i wont use im going to feel pretty gipped


(NaIKoLDY) #22

3 cobalt cards and a fee of 24.000 credits…no deal for me that is!!! Sure i can pick the merc…but hell no!!! Other then that it looks like a good update :slight_smile:


(triteCherry) #23

[quote=“god1;91493”]
Maybe you should get into reading the fine lines before you spend hundreds of dollars on hats.[/quote]

If they want to spend development time and money on a system that very few people will ever use then that’s entirely up to them. Then again I don’t have the numbers of how many players have a gambling addiction.


(Mister__Wiggles) #24

This update has nothing to be excited about. In fact it’s made things even worse for us who have spent time and money in getting cobalts. Is it really hard to implement a respin feature? I’m sorry guys but I’m done with this game until this is sorted, a complete kick in the balls to us the players.


(SteelMailbox) #25

Nothing but good things can come out of this decision, I am so happy.

Nothing but happy.

It was never an issue, I would much prefer to see you handling the problem that a lot of players have with the healing pulse cancel and self revive.

I like this, it was way to easy to disperse it before

I can’t tell if that’s a nerf or a buff. On one side lock on is fixed but it basically allows you to explode it the same time as before, on the other hand we have the buff which was a really annoying thing to happen and it will allow Fletcher to throw bombs directly at people without being afraid of it exploding in his face.

Why buff her might I ask?

Don’t see how can that make the weapon more viable, 6 rounds per minute is nothing for a shotgun.

Not the dreiss buff I was expecting and I am sure a lot of people don’t like it, just buff the RPM alread

Again, I don’t know what to call this or even say if I like it or not.

-Nothing wrong with this.
-I didn’t really understood what you fixed?
-What are the changes, do you mind expanding on that
-No, just no. We wanted to get rid of those and you worsen the problem, now people will care about their KD and not the OBJ.
-I guess it is something
-All the time related changes are nice

To be more in the center? I feel like you really want people to find for themselves but there is a reason why we are reading these notes

-It’s impact on the game is close to none so I don’t care.
-I could barely hear em before and now you want me to install elephant ears?
-Still no one will buy those (except @Sniff ).
-OK
-Kind of late to the party now aren’t we, if it ain’t what I think that is then I guess it is nice.
-Wasn’t it already IN THE GAME?
-Great.

-Does it affect the fact you need to be in a certain randomized angle to dismount the bloody thing?
-Don’t see why, I really don’t.
-Why? Well now to no longer give health to enemies when I need support XP.

Never saw that happen but if it was a thing then I am glad it is fixed, but where is the real Phantom buff? The last one only affected him jogging and crouching.

Great but again, I want to see more Phoenix changes.

All bug fixes are welcome so from now on I won’t comment on them, wait what, they fixed the slender mercs?

YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEES

I am sure @Faraleth is a happy man right now.

But that was one of the only real redeeming facts about the weapon (except the satisfaction).
I guess that beckhill is what I will use on him now.

Does this mean Vassili shots will now register correctly, YES!

Overall great update but some places you fucked up IMHO.
Also it seems like people are so goddamn mad about the trade in so I got one sentence:
It is better then nothing is it, I agree they went about it the wrong way but cmon they can always fix, just give them time.


(Potato_Ladder) #26

New Feature: Loadout Trade-In (Beta)
Have a few Loadout cards you don’t want to use, but don’t want to bump up the rarity? The new Loadout Trade-In system will let you trade in three cards of the same rarity, from Bronze through Cobalt, for a random Loadout Card for the Merc of your choice at the same rarity.

@MissMurder Have a dev team make a hotfix to change this ASAP, this feels like a punishment rather than a useful feature although I’m glad that this system is in beta and can subject to change but slap the people who thought this was a good idea if you can.

Other than that the changes seem pretty good as far as I can tell but I’m disappointed that the REVIVR is not getting fix in this patch.

P.S Personally, I don’t want to grind for trading up cards in the same quality and not to mention using 3 cards for one that might be the same. 1 for 1 sounds more fair to me.


(Backuplight) #27

I don’t think I’ve ever had such a polarized reaction to a post. It starts so strong, but what’s being delivered is just so… meh.

As always, pleased to see the balance changes, and appreciate the effort going into the trade system but layering in more RNG on top of the overly steep cost involved (3:1 + fee? Wow), I couldn’t be less interested. I’m sure changes will be discussed and made, but I feel absolutely no incentive to try and gamble my way to getting the loadout I want with the current rarity system. If I have 3 cobalts I don’t want to use, converting them into a single cobalt that I still might not want to use is a kick in the teeth.

Just to add some degree of measure to this, though… we know you listen to our feedback, so here’s hoping the general message from the community gets through! Just to summarise:

http://i.imgur.com/qNzZBUC.png


(Daergar) #28

The trade-in system must be a draft on a crumbled napkin found in the bin?

Sorry, but trading three cobalt cards for a random one, with a fee, is the dumbest thing I’ve read today.

Why not let us re-roll gold and cobalt for a credit or money fee?


(DKill_) #29

I’m definitely not liking the Fletcher sticky detonation delay nerf from 0.366s to 0.5s. Stickies now completely feel sluggish and now you’re basically forced to use a card with the Lock-On augment. Not happy with this at all…


(watsyurdeal) #30

The only issue I have is the trade in cost, it should be half the cost of a trade up. Because we already spent well over enough credits to warrant that. Not to mention all the gold, silver, and bronze cards.


(_Sniff_) #31

[quote=“Watsyurdeal;91529”]The only issue I have is the trade in cost, it should be half the cost of a trade up. Because we already spent well over enough credits to warrant that. Not to mention all the gold, silver, and bronze cards.
[/quote]

You don’t think it’s messed up you could trade up 3 of the same card and get the same card on trade?


(watsyurdeal) #32

Well yes but what do you expect with nexon pinching them by the balls? Until we get trading card for card it might stay this way I hate to say.


(Backuplight) #33

Congratulations, you win -2 cobalts! Best day ever!!


(_Sniff_) #34

It’s beta. I’m giving my feedback for them to (hopefully) improve. If it stays like this I’ll probably end up keeping my repeats. Fuck 'em.


(Ardez1) #35

I will be withholding my unwanted or duplicate cobalts until a better option presents itself.


(Mister_Jim_E_Rustler) #36

So pre patch I had 10 cobalts of which 4 are useable loadouts imo the others just sit there.

Post patch I might have 6 cobalts 4 of which are useable 2 that just sit there and no credits?

I just dont understand that… I’ve spent $350+ on db because I think its a great game with a long future ahead and now I would have to risk 60 percent of my cobalts to maybe gain two useful ones if I’m lucky?

I really hope this is just a oversight from the team and not a change of direction in how the player base is treated. Or worse still something that has been dictated to the dev team by those higher up the food chain…

Due to the fact this is the first thing like this to pop up I’m going to chalk it up to the first option and keep my fingers crossed for a change of heart.


(Backuplight) #37

I fully believe they’ll respond to this with adjustments, the thing is - what do we consider an acceptable adjustment? Imo trading 2 cobalts and a fee is still pretty shit. A system where you can trade three cobalts for one cobalt of your choice would be better.


(watsyurdeal) #38

If they’re smart they’ll at least reduce the cost of trade ups and trade ins. There’s no effing reason for it to cost 4 bronzes, 4 silvers, or 6 golds for the next rarirty when the credit cost is so high.

That’s really my main issue with all this, it’s incredibly discouraging for anyone coming into the game.


(_Sniff_) #39

Upon closer inspection you can not use Fletcher cobalts to get Fletcher cobalt. Luckily for me this means My Arty repeats can be changed.

Unfortunately if you have been trying to get a specific card like say Vassili. You can’t re-roll all of your shitty sniper cards into another chance at a good Vassili card.


(Backuplight) #40

[quote=“Watsyurdeal;91542”]That’s really my main issue with all this, it’s incredibly discouraging for anyone coming into the game.[/quote]As it stands, I’ve already written off the trade up system. I do it when I’m especially bored, if at all. I really, really wish they’d just separate cosmetics from loadouts and sell those like so many other games. The loadout system being your “calling card” when you kill someone is fine, just reduce the cost and make your money from legit cosmetics instead.

Or so I keep hoping. :neutral: