Because all the mercs you acquire now will be unlocked for release. There are no more wipes, though I wouldn’t mind them wiping the loadout system from the game entirely.[/quote]
That still doesn’t change the fact that they are charging money for mercs that are being nerfed and buffed every patch. In the Nader update there were 22 changes that effected Mercs and Bushwhacker’s update had 16. I’m wary to call it false advertising since it’s a beta. You are certainly not getting the merc you purchased initially. It’s more just a dick move.
Also, don’t get me wrong, I like that Splash Damage is balancing mercs. I don’t like that they are charging people while it’s still under such heavy balancing.[/quote]
Really? No balance changes are allowed?
Or would you rather they’ve tested their monetization system on full release, rather than on a small player pool in the beta? $-grab has to be tested too!
Mercs are being balanced so that each is fun to play. If something will be nerfed to a point its crippled and useless (Dreiss AR before re-buff), its likely to be rebuffed again.
You are buying a fluid product that will change as you use it. Are you also going to complain when huge amounts of really good players pop out of nowhere, and suddenly the average skill level goes beyond your capabilities? (I payed to own the noobs, not to get owned - dick move! )
Are you also saying that prices should stay at 10$ cause you payed 10$ and other people should not be better off than you cause that would make you jealous? Come on! Market value of whatever commodity you are buying changes over time. Esp. in the digitalz worldz
Oh, if DB will not be F2P than it will be easier to build monetization system. But F2P games must earn money on something, cosmetic stuff is ok but not to much people will buy it (well, cs:go skins are a revolution xd). In CS Nexon Zombies you can buy characters only on trial period which is good because they are not expensive. i would like to see similar thing in DB where we will be able to buy merc for limited amount of time by 1 or 2 euro.
They are planning weekly missions with probably good reward and credit boosters so it will look like “Grind or do the shortcut” by buying credit boosters for real money.
Because all the mercs you acquire now will be unlocked for release. There are no more wipes, though I wouldn’t mind them wiping the loadout system from the game entirely.[/quote]
That still doesn’t change the fact that they are charging money for mercs that are being nerfed and buffed every patch. In the Nader update there were 22 changes that effected Mercs and Bushwhacker’s update had 16. I’m wary to call it false advertising since it’s a beta. You are certainly not getting the merc you purchased initially. It’s more just a dick move.
Also, don’t get me wrong, I like that Splash Damage is balancing mercs. I don’t like that they are charging people while it’s still under such heavy balancing.[/quote]
Really? No balance changes are allowed?
Or would you rather they’ve tested their monetization system on full release, rather than on a small player pool in the beta? $-grab has to be tested too!
Mercs are being balanced so that each is fun to play. If something will be nerfed to a point its crippled and useless (Dreiss AR before re-buff), its likely to be rebuffed again.
You are buying a fluid product that will change as you use it. Are you also going to complain when huge amounts of really good players pop out of nowhere, and suddenly the average skill level goes beyond your capabilities? (I payed to own the noobs, not to get owned - dick move! )
Are you also saying that prices should stay at 10$ cause you payed 10$ and other people should not be better off than you cause that would make you jealous? Come on! Market value of whatever commodity you are buying changes over time. Esp. in the digitalz worldz[/quote]
Please re-read what I said.
I never said balancing was bad, however the amount of balancing that Splash Damage is quite a lot. And doesn’t show any sign of slowing down. It is a dick move to charge 10 dollars for a merc that has the potential to be changed in a drastic manner. I personally fear this happening to Fletcher considering he had 4 one-shot kill sticky mines that respawn every 7 seconds, a powerful shotgun, and a 45 round Machine pistol that is basically an SMG.
Monetiziation can be tested in more ways than what they have done. They originally had keys to open crates with. They very easily could of stuck 10 keys for 5 dollars and tested it that way. Or even better charge for credits and allow the player to decide if they want a new merc or 50 loadout cards OR a couple of gold cards from trading up. This would also open the door for short trials if a person wanted to try Nader before deciding to lay down 10 dollars.
As for when good players come out, I relish the thought! Dirty Bomb is getting too easy since I’ve put in several hundred hours. The thought of playing competitive gets my mouth wet.
As for the pricing I am not saying it shouldn’t be reduced. I think it should absolutely be reduced. But I will also be upset that I had to pay 10 dollars for an item someone else had to pay 5 dollars for, with no reason other than “whoops we made the community mad better make it cheaper.”
@MissMurder add daily missions and some small missions while you are in game. Like idk make triple kill…defuse bomb 3 times,… stuff like that it makes the game more enjoyable
Of course the last thing we want is for people to be discouraged by the grind. The feedback is getting back to the devs so I think it’s really good we’re talking about this and keeping the discussion going. Hope to have some news soon about more ways to earn credits- as far as physical prices, still no new information on that right now. I do agree that it would be nice to be able to try out ALL the available Mercs at some point. If even for a special weekend event. Thoughts?
I think having mercs hidden behind a pay wall is a horrible idea…
If you truly want people to play this competitively then you can not prevent them from playing on an even playing field by locking important content behind a pay wall.
[left][quote=“MissMurder;17533”]Of course the last thing we want is for people to be discouraged by the grind. The feedback is getting back to the devs so I think it’s really good we’re talking about this and keeping the discussion going. Hope to have some news soon about more ways to earn credits- as far as physical prices, still no new information on that right now. I do agree that it would be nice to be able to try out ALL the available Mercs at some point. If even for a special weekend event. Thoughts?[/quote]
So far I think you’re not taking our opinions ( I hope I’m wrong here), what we are asking is to reduce the price of the mercs, and if possible remake your monetization system:
From what I see you just keep saying the same thing (probably something SD devs asked you to do) without taking account what we are really asking for. But I can’t blame you for that, however what would be nice is that you’re reporting our real opinion about this to the devs .[/left]
@MissMurder maybe there should be an option to buy mercs for one day and permanent…so you can try it out it would be cool if the mercs who are in the free rotation would be discounted normal pride 30k-in free rotation -> 15k
Something like a “try out this merc for X amount of Objective/Stopwatch/Execution matches” per week or per month for mercs you don’t own would be pretty OK in my book. That would let people try them out and have some fun while also giving them enough time to determine if they are a class they would enjoy.
I do think you guys need to look into Merc pricing more than credit earning. $10 is too high for impulse buying and earning more credits doesn’t fix that. I would rather throw money at SD and support but I’m not going to throw that much money away over time with each Merc costing $10 and offering very little variety for what you get. Thanks @MissMurder
Doing this during the Christmas Holidays or at the start of summer would be the best time to do that in my opinion. Especially because people have access to more money shortly after. Oh hey look summer is coming up.
@MissMurder although this game is going to be released as a F2P title (as far as i know) , you really should bring the idea to the table that the whole game with all mercs should be buyable in a single pack.
Let’s be real for a second, spending 180€ on the entire game to have the whole playable content without having the hassle of earning the credits is just ridiculous.
I for one bought the starter pack aswell as 2 mercs (which makes up 40€ all together) but as a customer i have to say that this is about the border i would be willing to pay for the game. I am well aware that F2P doesn’t run on Love and Laughter but the current price asset for buying a single playable character is too much by far and looking at the whole model of the game in a release state, you would suffer a huge lack of purchases through the single fact alone that buying each mercs for 10€ is just way too much and no viable for the end user.
As far as the credit solution might have a grip for hardcore fans of Dirty Bomb, this won’t do well for the average player and your average player that makes up the solid base of the game won’t be the hardcore 24/7 100% dedicated comp player. Adjusting the credit system won’t do alone and the price setting needs to be adressed to the ones who are in charge for it.
As you are the only / most suitable proxy (no pun intended) to pass on messages like these i recommend you to have a serious word with your colleagues (at least those who are in charge). One way or the other, if the price stays as it is, the game won’t make the money needed to maintain development.
Best way to discourage it is by improving credit gains. Please do not lower the credit prices alone. That is the worst solution. It devalues the boxes and loadout cards. If you improve credit gains then you remove the grind from 3 areas instead of removing it from 1.
If you want to do both lower prices and increase gains then that’s frickin awesome.
So far I think you’re not taking our opinions ( I hope I’m wrong here), what we are asking is to reduce the price of the mercs, and if possible remake your monetization system:
From what I see you just keep saying the same thing (probably something SD devs asked you to do) without taking account what we are really asking for. But I can’t blame you for that, however what would be nice is that you’re reporting our real opinion about this to the devs .[/left][/quote]
I would never pay €9.99 for a merc if I need to grind the cards to get the setup I need. Perhaps if you threw in my choice of two from all gold cards of that class I might consider €8.
If I need to grind a RNG that could as well be cheating, 4€ would be the maximum. Considering there’s scores of quality games I could get for a tenner, forget about more
@kittenishBlender@DadoPeja This topic and your concerns/desires on it gets passed along to the team in nearly all of my reports. Trust me you’re not unheard and I know that lowering the prices of the Mercs is what you’re asking for. Excuse me if I haven’t been clear in saying that in response the devs are trying to make earning credits easier. This doesn’t mean they are ignoring you. I think we all agree it’s more fun to play the game and get Mercs with credits rather than spending real money. The cost of the Mercs is subject to change but I think they will stay the same for at least a while. The whole system is still new and essentially in test mode. @R5on11c, there may be different Merc packs in the future. The idea of having all of them available to buy in a package hasn’t been broached yet due to how many Mercs that are not in the game yet and still are a long ways away.
My idea was to include a one-time offer of a few games with the specific loadout card obtained. Quoted from SD forums:
Give us temporary access to the merc that the case dropped for!
Say: lead case gives you 2-3 games with the merc, with higher tier cards giving more time to play.
Would certainly add some excitement to the drop, rather than ‘great- another card for a merc i dont have’’ and encourage people to test different loadouts.
If you get a drop on a merc you already have: great, its a card for your merc!; or if you found ‘your’ loadout, you can now trade it in, make another card for a merc of your choice, and get a few games in.
You encourage people to find out more about your game without the feeling of a paywall: people can get excited from trying a particular loadout and will save up for that merc, or buy them outright.
Crate drops frequency could be dropped down if you think it will give people too much content (with Gold being something like ‘free access for 24h’ and silver at 12h, i dont think it would hamper your $$$: people still need to get that merc to play them whenever they want.
We the beta testers will be fine, playing the game as mercs come out allows you to somewhat keep up. With the merc starter pack you can get a good headstart, but if you are a true F2Per (and a lot of people will), than you feel very limited in your ability to experiment in the game; and how much worse its gonna get when you have all those 15 mercs in front of you, but cant play any of them?
At the moment the prices are way too high for real life cash, and the money in game takes forever to grind out. Would hate to start fresh when all the mercs are out and then see the prices needed to even TRY them.
And while we’re at it can we move Vasilli to the paid mercs? Tired of having games where 3-4 players are sniping and refusing to switch, kills the fun of what should be team-based combat. TF2 had this issue too, don’t want to see it here.
There was one idea I didn’t include in my first post. I wasn’t as sure on it, but Szakalot’s post has inspired me to put it forward.
If the mission system were to be expanded like I described, with the focus being on encouraging team play, why not reward players who consistently complete missions? For instance, if over the course of a week you completed most or all of the missions you recieved, then you would be awarded a special contract. Something like “Win 6 Stopwatch Games With [Merc you don’t have],” with the reward being maybe 3 cards or something. The Merc for this contract could be chosen, and it wouldn’t expire on a time basis (only upon completion). But you could only have one of these contracts at a time.
Through these changes, the mission system would come to serve three functions. Firstly, it would be an aid to grinding, making it more bearable. Secondly, it would provide added incentive to use team play and fulfill your role. Lastly, anybody grinding for a character would organically generate the opportunity to trial that character. The culmination of these changes is a system that would turn progression through playing into a reachable goal, and fluidly tie a persons progression with how much of a team player they are.
As I read it over, I’m more satisfied with the idea than I was before, but I don’t know. I think trials are something that ought to be handled carefully.
It has been stated on several streams and posts that a Weekly Contract system is being looked at(I assume this is different from rotation, please correct me if I am wrong).
I am strongly against any missions that require wins, as that isn’t usually up to a single player to determine which team wins. You have to rely on 5-7 other people for that and hope 6-8 additional people give you a chance to win. I would like to see a “Destroy an EV” style mission for getting the last hit on an EV or maybe “Blow up an Optional Objective with C4” mission. Something that would force involvement in the objective of the game. Along those same lines you could do “Repair and EV” or “Repair an Optional Objective”.
So in response to your suggestion on weekly missions - I don’t see this as an aid to grinding, but just additional grinding. You grind through a bunch of missions to unlock another mission you need to grind out. I can also see people exploiting your suggestion if implemented by LEAVING a game before victory to keep free access to that merc longer. That has the potential to create an EXTREMELY toxic environment against the players that do this and to ANY player who leaves before a match ends in casual. If they have access to the merc they want to play, what good is a reward to try and earn that merc permanently? Also, what if you already own all of the mercs? You don’t get access to the weekly mission or do you just happen to get 3 cards if you win a bunch with that merc(which you might not even want to play)? Or what if you don’t own a single merc? Will it ALWAYS be that one merc you have the mission for? That would actually create incentive not to buy that merc so you will continue to have free access when you unlock the mission.
As to your second point about incentivizing teamwork, I believe that already exists through Game Mode EXP as well as several missions that require a Win or certain types of EXP(support/game mode). Not to forget that if you have a mission to play Vassili and your team BADLY needs an engineer, do you switch and help your team? Or do you focus on the mission? Also, would you get credit for simply having them in your squad? If your team is about to win the match do you get credit for quickly swapping to that merc for the end game screen or does it require time in game? That mission suggestion doesn’t add teamplay incentives, it simply creates an environment where people are trying to exploit the system.
Lastly I would like to summarize that the current mission system already incentivizes teamwork, aids grinding and turns progression through playing into a reachable goal. Without the mission system I would be 1,800 credits a day more broke in game, which adds up to a LOT over the long term(657,000 a year if you play every day OR every other day doing your 3 missions plus the 3 from the previous day that are saved for 24 hours. That 657k doesn’t include base fees or skill bonuses).
In the more short term, you can earn one 50k credit merc per month purely through Daily Missions and use all of the earned credits towards loadout trade ups(as you should have plenty of cases by then).
I literally made an account just to leave my last comment… I hope anyone reading this will post their thoughts on the price of mercs even if you need to make an account.
They will not make a change unless they see it is a large amount of people that have issues with this.