How to Balance Loadout Cards


(spiritedBrain) #1

So far, after playing this game for a couple of weeks I’ll go ahead and say this: Dirty Bomb is one of my absolute favorite games. Although it is in my top 5; it doesn’t come without its’ problems…One of the biggest being the loadout cards. I think the idea behind them is great, and I would really like to see them continue to flourish. The issue I have is the amount of time/work required to obtain a card and obtain enough cards in order to trade up from a lead to a gold. Now, I wouldn’t mind the time and work if the cards were drastically different. The following is what I personally would like to see happen. If you agree please say so, if you disagree please explain why (and be respectful).

For a lead card, that comes with one perk; the time required to obtain one is relatively short. You could earn it after a single game or just by purchasing a case for 1,000 credits. In order to trade up to Iron requires 3 Lead cards and 500 credits. Then, you have to obtain 3 IRON and 500 credits to get one bronze. I’ll stop here but the process only becomes lengthier and more expensive as you go up to gold.

If we were to keep this system the way it is, then there is absolutely almost no point to trade above a bronze/silver cards. The perks are only slightly better, but everything else is the same. Yeah the skins are cooler but that doesn’t help you during the game. I propose that the cards get redone in a way that increases a specific stat based on the weapon. For example, the damage of an M4 at gold will be significantly higher than that of a lead card. Another example would be to increase the fire rate or accuracy. Any stat would work just fine. They can also increase the clip size so that your weapon has more ammunition in the current magazine.

By doing this, higher rarity loadouts will actually be worth it. I would not mind more requirements either, as long as the price is worth it.


(Gi.Am) #2

The idea behind the current system is, that there is no point in cards above bronze (which you can buy directly with credits). Silver/Gold/Cobalt are only cosmetics. Giving them gameplay improvements would make the game Pay to Win since the easiest way to get them is by paying real money (elite cases) while getting them via regular means is a pretty hard grind.


(omegaskorpion) #3

Many people already think that the card system is pay to win system, aka, gaining more power as the rarity of the cards increases.

While thankfully its not the case, we would never want it to be the case, it would just break the balance. (this game would become ghost recon phantoms v.2 with grind, grind, grind and you still get nothing, unless you buy some with real money)

However the customization of mercs coud be increased.

i will now shamelesly give you a link to my idea, where i have few ideas to make game to have bit more customization.
http://forums.dirtybomb.nexon.net/discussion/13101/complete-loadout-and-skin-system-rework


(pearEra) #4

Yeah how about no.


(CCP115) #5

Your suggestion would be pay2win, and also kind of stupid. Weapon and merc stats should always be constant, in any game ever, to allow for learning of numbers and counterplay. Having a gun that does different damage depending on what loadout card you use is a terrible idea, and super inconsistent.

But you know, more customization would be cool.


(ghostBase) #6

Yeah, imagine losing 1v1 games because the other dude spent 150 bucks on the game to get a cobalt skyhammer and therefor dealt more damage to you than your golden skyhammer to him.

What you’re asking for is the very definition of pay to win.


(frzn) #7

Chopper.


(AlphaUT) #8

This thread is totally what to let this FREE Game become pay to win.


(CCP115) #9

Chopper.[/quote]

Oh yea, first time I played this game and saw Chopper my balls screwed back into my body.

After playing for a bit, I concluded that Chopper was near useless.

Then Phantom came out. My balls are still screwed in, someone tell Splash Damage to fix this or else my balls will be stuck indefinitely.