[IMPORTANT] Regarding the Trade-In System


(MissMurder) #1

Hello all,

We’ve had a lot of feedback on the Trade-In system, with many feeling that the cost doesn’t justify the result.
Right now we’re discussing the best way to improve it - Honestly, we’re very sorry that the feature failed to live up to expectations. Thank you for bearing with us and we will be keeping you updated.

-Team Dirty Bomb-


(Nail) #2

lol, it’s really broken and will be very hard to fix


(Faraleth) #3

Appreciate the quick response to this, and the feedback given. :slight_smile: Glad to hear it’s definitely been noted too.

While I feel the feedback is definitely justified, at the end of the day, we all know it’s still beta - so things like this need to be tested. I think there DEFINITELY needs to be further thought in future though, regarding features that are dependent on any form of currency; real, or in-game.

Again, thanks for the response though. ^.^ I hope there will be some good improvements/changes to this in the pipe-line very soon. :3 (hah, I said it…)


(MissMurder) #4

@Nail it definitely is broken. I advise that no one uses it until we can agree on what is fair.

@Faraleth I agree.


(Backuplight) #5

The measured, reasonable part of me does feel bad for the devs if they went into this expecting it to be a great feature for us. Nobody likes working hard on something just to be told that it’s bad.

That said… it’s still bad. :disappointed:


(Smoshi) #6

[quote=“Backuplight;92158”]The measured, reasonable part of me does feel bad for the devs if they went into this expecting it to be a great feature for us. Nobody likes working hard on something just to be told that it’s bad.

That said… it’s still bad. :disappointed: [/quote]

Perhaps they just wanted to get the feature out there to give us time to test it and provide feedback. In a beta phase, nothing is guaranteed.


(Backuplight) #7

[quote=“Smoshi;92171”]In a beta phase, nothing is guaranteed.[/quote]Yup! I actually think the responses, though animated, have been OK. Nobody is raging about quitting the game because of it, I think most of us knew they’d listen and change it up to be more fair, and that’s now been confirmed. What more can you ask for?


(FireWorks) #8

Statistically, on average, I kill each one of you… nvm…

Statistically, we get a cobalt for every 247 Crates and 212k Credits for possible trades. Either dropped or crafted by all materials from the crates.

So with this value in mind, Id personally think its would be fair to recraft a single card at the cost of 50k ~25%. 1:1 ratio.

Further options:
Only change the loadout of the card to a desired one for 300k. Thats 150%. Hefty price tag but worth it.
For another 100k you could switch the camo.

and i believe we can find a hefty cash value (50$?) too that would bring a good amount of cash to the budget. The current gamble mechanic really turns me off and I refuse to spend money on the game so far even though Id like to support the developers for their great game.


(MissMurder) #9

You guys are patient and kind. What more could a CM ask for? <3


(N8o) #10

Wow, amazing how fast that this was noted. I have my faith restored in the dev team.

Now don’t screw up again…

Kind regards,

Kaneki


(InfernoKun) #11

Glad to see such a fast response to the feedback :3


(dlux) #12

What I don’t get is, why did you need our feedback to figure out that this was a bad idea?
Anyone in their right mind would look at this and think: “Yeah this will only make our customers angry.”
“But hey, let’s just release it anyway and hurt our reputation in the meanwhile.”

You knew it would backfire but threw it at us anyway.


(dariodelvoije) #13

If I’m allowed to give a suggestion, I think being able to trade one cobalt in for a random cobalt would be a good option and add some kind of transaction fee to it (10k-20k credits for example). You could keep this trade in to allow people to pick the loadout card they want, when sacrificing 3 cobalts and a bunch of credits. I think the problem also is that a lot of people only have one cobalt to trade in. I myself have 3 cobalts, 2 of them I use on Fragger and Phoenix and one of them I don’t really need because I have the Alienware loadout for Aura. So I would like to change that cobalt and I wouldn’t mind doing that for a random loadout while paying some credits. Really glad you are already trying to fix this problem. And last but not least, it would be nice to have some sort of community poll before something releases, because the release of the trade in has not made people happy. For me its not that bad I’ll just hold on to my cobalt a little longer but a lot of people went crazy. Some sort of test before the release could solve the problem that occurred with this update.
Keep up the good work :smiley: and free rotation with Phantom, Nader and Rhino is my worst nightmare.


(piranha_3) #14

I think the idea is not bad
give ideas and not criticize
if someone is not happy with that card cobalt won
I had a brilliant idea
play and do another, cobalt card :smiley: :smiley: :smiley: :smiley:


(aSheepamongWolves) #15

There are some great ideas on reddit and you went with that.


(RyePanda) #16

Cookies. Take them! XD :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie:


(fancypants) #17

A fair trade would be a cobalt + 10 000 credits (the price to craft a cobalt) for a random cobalt.


(CCP115) #18

Amazing response by the dev team. You guys are really becoming one of my favourite devs ever, especially with Valve’s recent actions.

As for actual changes? I’d say 2 cobalts with a very cheap price, maybe between 1-5k, and can be rerolled for any merc with any cobalts.

Or, for a much more cobalt friendly alternative, 1 cobalt + decent credit cost, 12-24k, and you can reroll for only the merc that the card is for.


(K1X455) #19

Thank you


(Yes) #20

2 cobalts and 5k for a random loadout of the selected merc. I don’t think having it only require 1 cobalt and a credit fee is a good idea, it will make it too easy to get optimal loadouts.