I think I know how to fix the crafting system


(Dysfnal) #1

Instead of paying credits when crafting the card, you pay when recycling cards, if done right, it can be ideal IMO.

Sorry this is poorly explained, but it makes sense, think about it!

Edit: this also wouldn’t require a revert to the old system, which would be controversial


(hoyes) #2

You know what, this ain’t that bad of an idea. Instead of an upfront cost you would actually feel the progression as it is now harder to get fragments, but as soon as you get them, you get the cobalt.


(Dr_Plantboss) #3

YAASSSSSSSSS I had this idea too!

Also permanently reduce the fragment costs by ~17%


(Orivar) #4

YES!
But SD wont do this :frowning:


(The_N00Ba) #5

this… well… From what I have done going over both the Trading system and the crafting system Dysfnal, you are pretty much describing the Trade up system. The trade up system required you to effectively recycle a certain amount of cards a certain amount of times in order to get the card you wanted. Every time you recycled those cards you had to pay a “recycling cost” that was called the “Trade Up cost”.

With the Trade up system, cards were used to represent the components needed to make a card. In that system, the components for the card rarity you wanted took up space in your inventory.

With the Crafting system, fragments, made from cards, were used to represent the components needed to make a card. In that system, the components for the card rarity you wanted do not take up space in your inventory.

Honestly I have found the two systems to be quite similar mechanics wise. cost wise…well… maybe another time.

Now I do find the idea interesting. No need to apologize. :slight_smile: talking with each other to help one another understand each other is part of the fun.

I think it could be another way to do things. I only think it would work though if the recycling costs were consistent with the amount of leads each recycled card was worth. Using leads as the base components was still a major part of the trade up system, and it is still a part of the crafting system from what I have noticed.

I think a simple progress bar instead of a number value can go a long way in bringing back a sense of progression to some players. Maybe the bar could change colors dependent on the rarity you can currently craft. The UI would need to be changed but I think it could be worth it. I would kind of be like the experience bar for your level.

I honestly just thought of this now when going over your idea in my head. I still think it is an interesting idea. Thanks you sharing. I know it got me thinking. :slight_smile:


(MarsRover) #6

How does that change anything?


(Dr_Plantboss) #7

@MarsRover It makes it so that if you use higher value cards, you don’t have to pay as much. Which is what would happen with the old system. Which was better… I’m getting carried away I’ll stop…


(TheStrangerous) #8

What if someone recycled a good chunk of their cards beforehand? It would make those, who weren’t fast enough before this theoretical update, very jealous.

Some kind of event would make the transition less painful.


(Jostabeere) #9

I don’t think SD will rebalance all the values.


(watsyurdeal) #10

Honestly…I do not mind the new system, I just think the costs are too high.

We shouldn’t need such a high cost for credits, or any credits at all, credits should be used to buy mercs, weapon kits, spray can kits (basically so you can choose what color of silver, gold, or cobalt you want), trinkets, etc

Or crafting cards can be done with fragments, and crafting kits, which you can buy in the store.

I also feel like a merc specific case would be cool, 5000 credits to get any rarity card for a specific hero.

Crafting Cards isn’t that bad, just executed poorly


(yesser) #11

the problem is that now if you try to buy an iron then a bronze ect… you will be losing fragments it would be cool if it wasnt a a big lose when doing so . so the progression felling could still be here in fragment but you will lose some coins during the process that would be some kind of trade coins for fragments but in the other side it would need that people who try and wait the long way to go directly in a single go stay lose less coins then people who use progression method


(Dysfnal) #12

@yesser this should remedy this to an extent, no? Of course it won’t solve the problem, but it will help.


(hawkeyeguy99) #13

The only problem with the new system imo is that it takes out the fun in grinding. I didn’t mind grinding out cards beforehand, but now grinding to get enough fragments just seems so boring. I like this idea a lot, but it still doesn’t solve my main issue of boring progression. The problem still exists with this suggestion about why would I craft anything lower than a cobalt if those cards are now a detriment, instead of a stepping stone to my wished for cobalt? Im getting ranty, in short, I like the idea a lot, but it doesn’t solve everything.


(Szakalot) #14

im with hawkeye on this one. present system is more akin to trade in. if you dpnt get the card you want, your stack of cards lost value.

previous system with tradeup allowed you to recycle ‘failed’ drops while going for higher tier cards - making it more likely to get something nice along the way.

its not that people only want cobalt, you might get a good silver/gold and feel happy with the card.

current system takes that away, and after a failed RNG you just feel like you lost in a casino.

OP suggestion doesnt change anything, but it makes the grind a bit less apparent, you can pay a little here n there rather than jave to accumulate 50k


(Dysfnal) #15

@Szakalot @Hawkeyeguy99

If this system were in place, you could still go up one rarity at a time, it would simply be a little more expensive than going directly from lead, make sense? If not, think about it a little


(Szakalot) #16

you can still ‘go up one tier at a time’

craft bronze, recycle, craft silver,
recycle, etc.

where is the difference?

its like making someone pay in the restaurant after ordering, or after eating. you still have to pay the same amount.


(Dr_Plantboss) #17

@Szakalot But you’re paying 54% more (in cards) for a cobalt, and potentially UP to 500% more in credits.


(Szakalot) #18

?? @Dr_Plantboss

OP’s suggestion in no way guarantees that the recycling costs will not be balanced against the current costs.