Level Up Cases Should Be Expert Cases.....


(SpinnerzNQ) #1

… after level 15. It just seems kinda unfair that people who play ALOT of Dirty Bomb still get crappy leads after working really hard to level up. Of course the randomness of case A, B, and C is up to the devs, but I just think it would be fair to make expert cases the level up reward after level 15.


(Faraleth) #2

I wouldn’t say EVERY case should be an expert case, but that’s just imho… Perhaps introducing a NEW type of case specifically for leveling purposes might be a nice idea.

Level Up Case:

  • Iron 55%
  • Bronze 25%
  • Silver 12%
  • Gold 6%
  • Cobalt 2%

Just an idea… But it’s something I would like to see :wink:


(FalC_16) #3

I am lvl 18. My best card is silver. Except of the recent Obsidian and some Alienwares… They have to make a living from something at the end of the day…


(gg2ez) #4

I like the idea of a “Level-Up” case, as suggested by @Faraleth but I’d like to add onto the idea by discussing the possibility of increasing the chances of getting a rarer card with each level up in cycles.

Example: (We’ll use Cobalt as an example)
Level 1 - Cobalt 2%
Level 2 - Cobalt 4%
Level 3 - Cobalt 6%
Level 4 - Cobalt 8%
Level 5 - Cobalt 10%
Level 6 - Cobalt 2% (Resets)

Of course the “%” of other rarities will have to be adjusted accordingly.


(N8o) #5

I like getting my special lead card after 400,000 points of experience grinding.


(LCTR) #6

Or every 10th major level - a token for ANY available case. To redeem at your leisure…

So for this CW update, if you had a token you could redeem it for one of those guaranteed-CW-loadout cases if you wished.

That way things stay rare but long term players are rewarded.

Opinions?


(neverplayseriou) #7

Meh lvl up cases have better odds so i have no problem with them, most of the times i drop a bronze or silver from them (yesterday even a crappy swiss gold bush).


(yenku) #8

[quote=“LCTR;103405”]Or every 10th major level

That way things stay rare but long term players are rewarded.
[/quote]

This.


(Faraleth) #9

[quote=“gg2ez;103341”]
Example: (We’ll use Cobalt as an example)
Level 1 - Cobalt 2%
Level 2 - Cobalt 4%
Level 3 - Cobalt 6%
Level 4 - Cobalt 8%
Level 5 - Cobalt 10%
Level 6 - Cobalt 2% (Resets)

Of course the “%” of other rarities will have to be adjusted accordingly.[/quote]

@gg2ez Small problem with that is that NO cases in existence have above 5% cobalt drop-rate… :s I don’t think it would be a good idea to have those kind of stats just for leveling up XD The reason I posted the drop-rates that I did is because they are fair in comparison to free equipment cases AND the purchasable elite/expert cases. :stuck_out_tongue: I understand your point though. :slight_smile:


(Izzy) #10

Dirty bomb devs don’t work for free. DB is not pay to win, let them make some money on cases at least. Support the game you like to play! Don’t be a dick!


(gg2ez) #11

[quote=“Faraleth;103451”][quote=“gg2ez;103341”]
Example: (We’ll use Cobalt as an example)
Level 1 - Cobalt 2%
Level 2 - Cobalt 4%
Level 3 - Cobalt 6%
Level 4 - Cobalt 8%
Level 5 - Cobalt 10%
Level 6 - Cobalt 2% (Resets)

Of course the “%” of other rarities will have to be adjusted accordingly.[/quote]

@gg2ez Small problem with that is that NO cases in existence have above 5% cobalt drop-rate… :s I don’t think it would be a good idea to have those kind of stats just for leveling up XD The reason I posted the drop-rates that I did is because they are fair in comparison to free equipment cases AND the purchasable elite/expert cases. :stuck_out_tongue: I understand your point though. :)[/quote]

@Faraleth The numerical values were just an example and just represent the pattern. I guess it could start off pretty small and increase to around 4.5% or something, but it’s just an idea.


(ostmustis) #12

just give us a 100% gold case every 5 levels starting at 15, it its too often every 10 levels etc. no I dont enjoy the rng bs at all :<


(Maverix) #13

Personally I think everyone is too focused on cases. We should look into other ways of rewarding a player, like providing a player a 1 hour credit boost after every other level instead of a case. This wouldn’t break the game since the reward is as small as obtaining a normal case. With that said, I want to add that I would disagree with the idea of implementing experience boosts in the game. I would like levels to display how much time and dedication a player has invested into the game.