How can we add progression back into crafting?


(hawkeyeguy99) #1

I’ve been thinking a lot about crafting recently with the upcoming week long event. I like the idea of crafting and I actually like the execution of the idea… mostly. As I’ve already said in other posts and comments, I miss the progression of trade ups. (trading silvers to gold and maybe finding one I like and end up keeping etc.) What I can’t seem to figure out, is if there is a way to add that rarity progression back into the game without completely breaking the crafting system as it stands now. Currently, crafting encourages one thing: save until you get enough for a cobalt. I want to try to find a way where I can progress through rarities again either by crafting or trading or SOMETHING so the game doesn’t turn into a meaningless “grind for more gems”.

Any ideas?


(The_N00Ba) #2

Well, I think we need to first define what we mean by progression. I think both system do have progression to them. The trade up system forced you through the rarities because that was how it was designed. The crafting system seems to simplify the progression by simply showing your progression by the amount of fragments you have. The later form of progression seems to me to be not as interesting to some players. I agree it is kind of boring to just see a number keep increasing.

That is why I would suggest changing the fragment amount to a bar much like the level bar we already have. Maybe have it change colors depending on what the highest card rarity you are capable of making at the moment. I think this would make the system a little more meaning full to some players.

This of course does not address the feeling of a loss of fun and surprise experienced by many players using the new system. I personally do agree with those players. I miss that myself. :slight_smile: It partially made me want to use the previous system.

How to address that?..

Well first I want to look at how the systems work.

From my observations the crafting system gives you 5 main goals you can try to accomplish. Those 5 goals are 5 rarity types. The crafting system allows numerous possible ways to achieve said goals. The system does not care what the players personal goals are. It always provides those 5 main goals. Crafting any rarity type that does not match a players personal goal will set the player back time, fragments, and credits.

From my observations the trade up system also had 5 main goals much like in the crafting system. The Trade Up system, however, only allowed one specific path to achieve each goal. The player had to go down the same path time and time again. The trade Up system also did not care about the players personal goals and still always provided the same goals.

Now here is the interesting thing I think…

Assuming the player will trade up everything to achieve their goal, I think the trade up system acts just like the crafting system. Any deviation from trading up to the players personal goal sets them back time, and credits.

These deviations occur every time a player decides to keep a card they made because it was a fun prize.
In my opinion, these deviations are the same logic wise as if a player decided to make a lower rarity card than what their personal goal is in the crafting system.

Basically I personally am find the two systems very similar minus the fun part of course. It’s these deviations that made the old system fun I think.

So now how to address the lack of apparent fun in crafting…

The main thing missing in crafting to me is the random surprises given to you from using the system itself. Honestly what comes to mind is to allow potential case drops when recycling or/and crafting. These cases can be rewarded as the player progresses to their individual goal. It kind of acts as a potential reward for players for using the system hopefully inspiring them to use it more and still keeps costs down… well in theory it should do all that. :slight_smile:


(watsyurdeal) #3

Personally I am of the opinion we should have never had anything more than Silver.

Because literally the way it works is this…

1 augment
2 augment
3 augment
3 augments + Bling

Beyond the bling there is no other reason to keep going higher. To me that is how the progression should have been, and I would even argue the Bling cards should have all been really hard to get, with Bronze being given a more standard, easier to accept variety of skins. Like Forest, Desert, and Urban Camo Skins. Iron could have basic colors like military green, tan, and black, lead could have just had a shiny gun metal color or something like that.

Blingy cards should have been the same value, seriously. Because there is nothing else about them that is different other than color.

In my case I want specific bling, like nothing but crown gold for my Medics, or Chrome for my Assaults.

Or maybe I should just get all swiss red and nothing else, cause red is legit.