Just A Thought....


(TheGreatHoundini) #1

From time to time, there’s a lot of discussions about how DB is having a tough time increasing its critical mass for players or trying to hold on to loyalty.

So I read up a bit on these all-time leaders of Free-To-Play games out of Korea, and I found that in a number of the more successful Free-to-Play FPS games (that frankly look a lot less sophisticated than DB!)… I found that they have this system… where… the more XP or Levels you’ve earned… the more in-game credits you earn each match.

Among other things… These other games already do the whole “tiered cases, special event weapons/loadouts” things… It struck me that if DB rewarded you the higher your level was… and simply gave you more credits automatically for putting more time into the game… It would easily find itself more popular and anyone putting more time into the game is automatically rewarded with more in-game credits.


(XavienX) #2

Bruh what’s up with the… and the… and all the…

Ok but forreal, once you devote so much time in DB and you rank up so much, credits are almost worthless to you honestly. I do agree that they should implement a better reward system but definitely not credits. We already have missions and events every once in a while to reward us with it.


(Equanimity) #3

I agree Xavien. Really I think something like a special edition loadout (of your choice preferably) for reaching level 50 and an obsidian (again, of your choice) for level 100 and each 100 levels above that would definitely be in order, with an exclusive skin of course. Beyond that, maybe a free elite case every 25 levels. Maybe I’m just dreamin’.


(frostyvampire) #4

It would be nice if every level you started earning 1% more xp, this may not seem much but think about it, people who get to level 101 already get double xp than anyone else.
And also it would help if they stop giving new players free items (such as the gold Aura/Skyhammer card) because these things are not only unfair but also destroy the economy of DB before trading is even introduced


(watsyurdeal) #5

If only we could scrap the card trade ups and trade ins, and just be able to buy whatever cards we want for credits, even if they’re in the 100,000 something range.


(doxjq) #6

Pretty much what Xavien said. Like I’ve got 18 cobalts (virtually every cobalt I could want tbh) and 30 golds, a variety of silvers and a huge bunch of really good Special Edition cards that I was lucky with etc. I own every merc etc. I literally have no use for cards or coins any more, so I just make sure I always have at least 50k on me for when a new merc comes out.

Better rewards wouldn’t make me put more time into the game, but I do think they needed new rewards, and the arsenal crates were a nice addition. But meh, more bug fixes and content is what is going to keep me coming back to the game, I couldn’t care about cosmetics any more.

Edit: But hey, it might work on newer players tbh, because half of the new players don’t stick around long enough to enjoy the game, and all new players seem fixated on getting all the shiny bling. Maybe if they were receiving better rewards they would put more time into the game and fall in love with the gameplay like most of us old schoolers have.


(FireWorks) #7

[quote=“Xavien;189605”]Bruh what’s up with the… and the… and all the…

Ok but forreal, once you devote so much time in DB and you rank up so much, credits are almost worthless to you honestly. I do agree that they should implement a better reward system but definitely not credits. We already have missions and events every once in a while to reward us with it.[/quote]

I was about to say the same until it struck me:
If I had disproportional amounts of cash under my 105 levels, Id be collecting cobalts by now instead of hording a few credits for every event. Getting everything is a thought I gave up long ago on this game, due to the enourmous amounts of time and cash needed.

If the “endgame” is collecting all the cobalts, so be it. The completionist in me is ready


(N8o) #8

The high-level meta is getting credits for trade-ups and trade-ins for cobalts that you want, but that is such a massive time sink without any smaller time sinks below it. Really, shiny cosmetics shouldn’t be what is keeping players around. What is should be is the intense competitive play, but they already keep shooting themselves in the foot with Ranked.

Honestly, it took them this long to give semi-proper level up rewards, I don’t know how long it will take them to change anything around in ways suggested by OP.

Though, the new card system is looking very nice. I like the point value they give cards, even if we end up with a similar value to the cards we have now, it looks very interesting and very crisp. I like the idea overall. Hope to see it get implemented sometime soon. Right now it is just sitting looking pretty on the tumblr page.


(Melinder) #9

Still searching for my first Cobalt.


(EverythingElse) #10

[quote=“Xavien;189605”]Bruh what’s up with the… and the… and all the…

Ok but forreal, once you devote so much time in DB and you rank up so much, credits are almost worthless to you honestly. I do agree that they should implement a better reward system but definitely not credits. We already have missions and events every once in a while to reward us with it.[/quote]

Yea but then you can give sacrifices to RNGesus by wasting your credits on cases :smiley: Or just get some hawt loadouts. A lot of people that I’ve seen who have unlocked all the mercs and stuff just save them for future events.


(EverythingElse) #11

Every hundred levels tho? Maybe it could be every 25, but you get like a free gold, and then at 100 you get a obsidian.
I’m still salty that they didn’t give us players that already passed level 7 some arsenal crates, and if that didn’t happen maybe some sort of compensation.


(KUST__LunarTM) #12

The main issue is the fact that there is no end-game content. A player who was all the mercs and all the cards you could want will inevitable play the exact same as someone else who only owns a handful of mercs with only his favourite cards in bronze. The only incentive to play as of now aside from the gameplay is to collect all the mercs and get all the shiny cards. Once you’ve done that, all that’s left is the gameplay and waiting for new updates/releases, and some people are finding that doing the same thing they’ve been doing since level 1 but with a handful of slightly increased stat percentages and a different gun (maybe even the same gun) is starting to be quite repetitive and boring.


(SnakekillerX) #13

My incentive for playing is because the game is fun. The extra unlocks are just that… extra.
While I’d love to have something more to spend my credits on.

I had a long break from DB a while back but have since come back and been playing pretty regularly… the reason? 2nd Edition cards. (mainly Katana Kira)

The change up to how I would normally play some of these mercs interests me. It isn’t that I want them to change how the whole game is played, but I do like to have more options on how I would play that merc, and just having a different melee weapon option, or 2nd weapon option can be a big deal.

Aside from that I’m looking forward to new maps and Turtle. Would be great if they could dedicate more time towards mapping though, maybe hire more people for it as it really helps keep the game feeling fresh.

New map = new things to see, new things to learn, new ways to play.


(KUST__LunarTM) #14

-deleted-


(TheGreatHoundini) #15

Dogs… have… hard… time… thinking… :smiley:

But seriously, another observation I noticed in these Korean games is that they have in-game currency, and a “Premium Currency”. But the way they configured it is that some items, all the way up to the top-tier, are easily bought with just in the in-game currency with very little amount of time. Then they have other items that carry gameplay perks and have unique cosmetics that are only bought with the Premium Currency.

For example, in one of these shooters, just joining a clan and going at it for a week, with my terrible K/D, I have millions of in-game currency and all the weapons in the game. However, all the attachments like Silencers, ACOG scopes, stealth hoodies are bought with the Premium Currency which you either buy with real money, or you grind through levels to do it.

However, what some of these games do is they shower you with Premium Currency such that you get +1 Premium Currency each level, then +10 Premium Currency every tenth level. Some of them even have this concept where if you are part of a Clan every time that Clan wins a game (even if you are offline) you gain some share of in-game currency and XP that the Clan earned while you were away.

If you apply this to Dirty Bomb, to get the same experience that I had in these Asia-spec games, it would be like if:

  1. Dirty Bomb uses an active “Nexon Dollar/Cycles/Premium Currency” system instead of a direct charge in USD. The Premium Currency can then be bought with USD.
  2. All the Bronze Cards were available for about 300 to 500 Credits each rather than what they cost now. (ie: Everybody can get all Bronze within a few days. Everybody can get trading fodder with little time sink)
  3. You got a huge XP boost for winning the match.
  4. You got in-game credits to go with each of your badges, kills, assists, etc.
  5. You get a “Nexon Dollar/Cycles/Premium Currency” every level and 10 of them every tenth level.
  6. Dirty Bomb would have very high price stratification for items in-store. Approximating how some of this works in these Japan/Korea games it would be like if the regular Cases were sold for something like 15k to 20k in-game credits (with no Premium Currency price), and then Elite Cases or other guaranteed-good Cases would go for something like 50 - 60 Premium Currency only.
  7. A clan system that earned you regular cases or Credits as long as the Clan is active even if you were away, with a multiplier tied to the rank of the Clan worldwide.

I did see in these games that they would sort of go Gran Turismo style with the prices of some of the weapons. Like a rocket launcher would be 800,000 in-game currency. But on the other hand the basic all-rounder stuff would be selling for about 25k - 50k in-game currency. There’s other things to spend on (the game I played had you buying every bullet, grenade, and rocket, and other consumables), but a dedicated guy can get everything in a week (I was swimming in paid-for bullets in a single weekend), save for the Premium-only stuff.

In the early going, when you have no Clan, the reward grind felt very similar to Dirty Bomb. I was getting a few thousand in-game currency here and there in a deathmatch here a deathmatch there. A kill here, an assist there. A Premium penny every level. But they have a huge multiplier applied once you are part of a Clan, and another multiplier based on the Clan’s world rank.

On a good day, with your Clan winning a lot, you make something like almost 1,000,000 credits a day (so you can blow it on something like the Rocket Launcher but that would be the end of your day) and they basically focused on allowing almost anyone (remember my K/D!) to get their game on really quickly without ever feeling that they are having a bad time. Actually you can have a bad time in-match, but because the game keeps showering you with goodies you don’t feel too bad. For that game I tried out in particular, just logging in after your Clan-mates did good in matches while you slept earned you a shower of rewards!

I also noted that what keeps these millions of subscribers on these games is not completing all the stuff (since you get everything pretty much within half-a-year of casual playing). Their key was the Clan/Community. It was tied to reward system (when your Clan wins you win no matter where you are in the world), so everybody was helping everyone to get good at the game and there was “social pull” to get you playing.

They also sometimes have this unique meta where the Clan rewards also had a multiplier based on their global rank or map control. So that added to the incentive. I had the good fortune of being in the No. 2 ranked clan of that game so there definitely was this effect where “the rich get richer”.

They are also very aggressive with rolling out maps and assets. But frankly, these games make Dirty Bomb look like Call of Duty Infinite Warfare in terms of graphics. Splash Damage should be commended for making a free online game that looks as good as this does because everywhere else the games look like they were made in 1995.

Speaking of 1995, my other observation was that the actual gameplay was very basic. It’s really just a few ticks above games like Monolith’s Blood (1997). Nobody seems to bother with checking ADS-times or TTK. It’s all about what’s going on OUTSIDE the matches. I guess it’s because they know that given a considerable amount of time, most everybody would have the same “basic material capability”, with the differentiator being that the people who spent a lot of Premium Currency got all the attachments, all the buffed ski-masks, etc.

I won’t state the name of the game (since I don’t really want to plug it), but it’s really popular in Asia where I live, and there was a lot of Portugese in the chat so I’m guessing it’s also popular in Brasil? My bro is taking over that account - you see, he got hooked on that game.

Just wanted to share what I saw in other lands. :slight_smile:

P.S.: I also hope my observations will help Splash Damage improve Dirty Bomb in terms of gaining players (which is probably how they are going to please their partners at Nexon).


(Herr_Hanz) #16

i traded up/in 6/7 cobalts and i still dont have the best card for my merc. also i still need to unlock some mercs. and that is as a level 39. what is your level that you already have every cobalt and every merc?


(BananaSlug) #17

all you need is some luck and money, not time


(Ohsnapkline) #18

I love the game to death but if they don’t change something quick to keep people playing for the long and short term they are gonna have issues with active players


(TheGreatHoundini) #19

Exactly. I was just really curious about how other more successful titles were doing this because I felt DB played really well. I hadn’t really dabbled in any Free-to-Play shooters until Dirty Bomb came out.

So I’m surprised that many of the best examples in this category work really hard on rewards and quick gratification rather than doing any actual game balancing. The communities in these games talk more about how to increase rewards or maintain Clan position. You rarely see any kind of talk about re-balancing or “This weapon is OP”.

The kind of community banter on Dirty Bomb, since it’s a lot more like a LAN-based team shooter in terms of design, is actually closer to the kind of topics you’d see on a Call of Duty board.

Again, at the end of the day, the gameplay in these more successful FTP FPS online games is “basic 90’s spec” only. So that’s the good news. Dirty Bomb is already miles ahead of them in graphics and gameplay. All they need to do is fix the reward system and give people more incentive to keep going.

And they really need to create more mission types and maps. That seems to be a big deal too in this kind of market. Bungie have mentioned in the last E3 that something they really want to work on is build tools that allow them to “make content faster” for Destiny since there seems to be also long gaps before any new content arrives.

Hopefully Splash Damage is doing the same thing for Dirty Bomb. Again, in terms of visuals, it’s no surprise DB cannot have the 57 or so maps you see sometimes in these other games. But they need to go faster.


(arcaneCanvas) #20

im already jumping back and forth from warthunder and DB.

mainly because now its a bit boring when you reach level 40

wake me up when turtle came out