Heads Up: Progression Will be Resetting Soon!


(BAMFana) #21

Obviously the rarity matters with regards to the drop rate, but the rarity label itself doesn’t mean anything to me. My issue is with the relative time it takes to earn the various combinations of “best” effects. We’re definitely in a grey zone here – DB is currently not quite in stereotypical pay to win territory, but it is too close for comfort.

It’s difficult to say what exactly is acceptable or not, but I would suggest something like, as a general guideline: An average competitive player should never be faced with a choice of either spending money to buy ingame resources (be it loadout cards or mercs) or playing the game at a disadvantage.

What this means is that every combination of augments and loadouts should be available to a player who earns the average amount of drops, with a minimum of hassle (i.e. absolutely no grinding or having to spend 5 minutes crafting before each game, or similar), within a reasonable amount of time (for example 100 hours played). If this is achieved through a combination of random drops, crafting and rarity distinctions, then that’s fine.


(Anti) #22

[QUOTE=BAMFana;518854]Obviously the rarity matters with regards to the drop rate, but the rarity label itself doesn’t mean anything to me. My issue is with the relative time it takes to earn the various combinations of “best” effects. We’re definitely in a grey zone here – DB is currently not quite in stereotypical pay to win territory, but it is too close for comfort.

It’s difficult to say what exactly is acceptable or not, but I would suggest something like, as a general guideline: An average competitive player should never be faced with a choice of either spending money to buy ingame resources (be it loadout cards or mercs) or playing the game at a disadvantage.

What this means is that every combination of augments and loadouts should be available to a player who earns the average amount of drops, with a minimum of hassle (i.e. absolutely no grinding or having to spend 5 minutes crafting before each game, or similar), within a reasonable amount of time (for example 100 hours played). If this is achieved through a combination of random drops, crafting and rarity distinctions, then that’s fine.[/QUOTE]

Ultimately I think it’s about choice. If you can earn yourself enough choice, in terms of Mercs or Loadouts, in a reasonable amount of time then you should be able to compete with an equal chance of winning.

Yes somebody who has everything, be it through grinding or paying, will have more choice but if the ‘side-grade’ style balancing we’re going for works properly then that shouldn’t mean they actually have any better chance of winning.

I think games like LoL, Heroes of the Storm and Smite are all good examples of where you can’t buy power, you can just buy more choice. The same goes for Modern Warfare style progression, where most of the default guns are as effective as the ones you unlock.


(spookify) #23

[QUOTE=Anti;518859]Ultimately I think it’s about choice. If you can earn yourself enough choice, in terms of Mercs or Loadouts, in a reasonable amount of time then you should be able to compete with an equal chance of winning.

Yes somebody who has everything, be it through grinding or paying, will have more choice but if the ‘side-grade’ style balancing we’re going for works properly then that shouldn’t mean they actually have any better chance of winning.

I think games like LoL, Heroes of the Storm and Smite are all good examples of where you can’t buy power, you can just buy more choice. The same goes for Modern Warfare style progression, where most of the default guns are as effective as the ones you unlock.[/QUOTE]

I totally hope SD can balance this!

I can’t remember if this was discussed or not but will there be more Augments added and continually added?

I think my posts below with different Ideas for Augments would be huge and also a game changer but not so much that its a pay to win. Almost like best combination that fits you and play style and you have a better shot at winning a 1v1.
http://forums.warchest.com/showthread.php/41389-Augment-Feedback?p=516461&viewfull=1#post516461

I especially like the AUG #1 = Specific Merc Load Out and the remainder are general yet effective Augments.


(BAMFana) #24

[QUOTE=Anti;518859]Ultimately I think it’s about choice. If you can earn yourself enough choice, in terms of Mercs or Loadouts, in a reasonable amount of time then you should be able to compete with an equal chance of winning.

Yes somebody who has everything, be it through grinding or paying, will have more choice but if the ‘side-grade’ style balancing we’re going for works properly then that shouldn’t mean they actually have any better chance of winning.

I think games like LoL, Heroes of the Storm and Smite are all good examples of where you can’t buy power, you can just buy more choice. The same goes for Modern Warfare style progression, where most of the default guns are as effective as the ones you unlock.[/QUOTE]
I think that’s a reasonable goal, but you have a lot of work ahead of you to get there. The current loadouts/augments are not what I would define as sidegrades. Looking at the list of augments posted previously, what we see is a fairly long list of near-useless “noob bait” augments (I’m looking at you, throw-grenade-back augment) with a few very good augments in between (I’m looking at you, cooldown-reduction augment). I will also say that having more choice can be an advantage in a competitive setting, but it’s difficult to say how much impact this will have until we’ve seen the final list of mercs/abilities/loadouts/augments.

On a side note, I worry about how you will balance loadouts/augments in the future, if people are paying for them. I for one know that I would be very miffed if I paid top dollar for a particular loadout/augment combination, only to find it nerfed a few weeks/months later. This is also a potential legal risk, but I’ll refrain from boring everyone with further details on that.


(spookify) #25

With the huge influx of players is SD going to try to get back to the every 2 week updates?


(xdc) #26

50% less overheat MG, and +#% more bullet dmg to EV, these augments (to me) are useless, especially the EV one since it only works on certain maps (in this case, two)

so yea, I got a couple rare cards that are worse that the original (white)


(Mustang) #27

I think some has got the hang of it, rarer cards are not meant to be better per se, if they were it would clearly be pay2win.


(xdc) #28

looking at originals they come up epic, so nevermind, unless that’s a bug


(BomBaKlaK) #29

So ? any news about a real big dream update ?


(Volcano) #30

[QUOTE=xdc;518894]50% less overheat MG, and +#% more bullet dmg to EV, these augments (to me) are useless, especially the EV one since it only works on certain maps (in this case, two)

so yea, I got a couple rare cards that are worse that the original (white)[/QUOTE]

not as terrible as flying pig or whatever, reduce fall damage by 0%


(xdc) #31

im sure that’s a print error, it should reduce to 0% or by 100%, even then, its still a useless augment compared to the better ones. game doesn’t have enough vertical height to make it useful