Let's do something about unused/unwated loadouts


(TheWalkinDude) #1

To get rid of unwanted/unused loadout cards:

For DOUBLE (2x) the cost to BUILD a new loadout card, allow us to DISASSEMBLE a loadout (with the exception of cobalt) into the same number of random (since card GENERATION is random, this is the only fair way) cards used to create it:

To disassemble an IRON card into 3 RANDOM LEAD cards would cost 1,000 credits

To disassemble a BRONZE card into 3 RANDOM IRON cards would cost 2,000 credits

To disassemble a SILVER card into 4 RANDOM BRONZE cards would cost 4,000 credits

To disassemble a GOLD card into 4 RANDOM SILVER cards would cost 8,000 credits

You may not disassemble a COBALT card. When you craft (or receive) one, this is the risk you take.

I feel this system would be balanced, and would allow people the opportunity to get rid of a card that absolutely sucks or that they would never use (EXAMPLE: I have a gold Sparks card, and I will never play Sparks. Ever. I do not like the way she plays). The high cost in credits and the fact that you get random cards back would ensure people don’t abuse it.

Taking my Sparks card as example, let’s run through a scenario:

  • I got a gold Sparks card from an elite case. I will never buy or play Sparks, therefore I will never use this card

  • For 8,000 credits, I disassembled this into 4 random silver cards which were not Merc specific

  • I received, among the 4 silver cards, a loadout for Sawbonez (whom I own) that I really like, so I kept it

  • I took the 3 remaining silver cards and crafted another from 4 bronze cards I had sitting around, paid the 4,000 credits and crafted myself a new card for Bushwhacker, a Merc I play in almost every match.

  • That card was terrible, though. It had augments I really didn’t like and I hate the Blishlok.

  • I played a couple dozen matches so I could rinse and repeat the entire process until I got a gold Bushwhacker card that actually had good augments, the KEK, and even the cricket bat.

Ideas? Additional suggestions? Criticism? Would really love to hear back from SD on this one…

-Jay

ADDENDUM: Someone on the steam forums suggested that a trade-down should yield one LESS card than it took to build the card you are trading-down. Maybe this system could be used INSTEAD of doubling the cost of a trade-down.


(Ghosthree3) #2

It’s like people don’t get it. Yes some cards are pretty garbage and no one wants them. Yes there’s other cards that are good but you still don’t really care for them. But they are a key part of the free to play model. They allow the devs to give out free content while still having a chance at making some money because people are impatient or haven’t enough time. They want you to have those cards. THIS IS THE FREE TO PLAY MODEL.


(Eox) #3

You may not disassemble a COBALT card. When you craft (or receive) one, this is the risk you take.

This is where it should be interesting, and you do not even allow it. :expressionless:


(TheWalkinDude) #4

Nothing about this suggestion would harm the f2p model in any way, nor would it reduce revenue for Nexon/SD. It would also allow us to keep a relatively small and manageable ‘deck’ of loadout cards instead of forcing us to keep a ton of cards we dont want and will never use.


(Jostabeere) #5

Nothing about this suggestion would harm the f2p model in any way, nor would it reduce revenue for Nexon/SD. It would also allow us to keep a relatively small and manageable ‘deck’ of loadout cards instead of forcing us to keep a ton of cards we dont want and will never use.[/quote]

It would. Why would people buy elite cases then if they can get perfect cobalts with some time and many credits.


(cornJester) #6

The only point in disassembling a card would be to do so on a cobalt since you can trade anything else up. By saying you shouldn’t be able to disassemble cobalts you basically completely ruin your own idea. These are the only cards that sit around that no-one can do anything with if they dislike them.

The trade up system exists for everything below cobalt. Why waste time and credits trading down before that when you can trade up?


(Ghosthree3) #7

Well it does. Not as much as some other suggestions but it still does and here’s why. We’re given case drops by the bucket load, we have tons of cards. In theory if you had infinite credits you could keep trading up and down until you got what you want. Now because we’re already given cards for free, and more than a small amount of credits for free. The odds of people getting what they want would now be much higher than it was before, meaning there’s more reason for less people to spend money, because they had an even greater chance at lucking into what they wanted.


(TheWalkinDude) #8

People are impatient, and this suggestion is very expensive in terms of the time and credits required to accomplish your goals. Impatient people will still buy elite cases. I know - even if this system is implemented - that I will still buy elite cases from time to time, though I’ll still spend most of my hard earned cash on new Mercs.

Remember, They’re touting this game as “Free to Win”, not “Pay to Win”. A fairness compromise has to come into play somewhere.


(Ghosthree3) #9

Yes, they will. But less.

Pay to Win can’t be applied if what you’re paying for is cosmetic only. This means if you want to consider the game Pay to Win in any way you have to treat it as though Elite Cases don’t even exist.