Pixels Opinion On The Whole Loadout Card / Monetisation "Stuff"


(spookify) #21

[QUOTE=Exedore;523397]The same Loadout Cards are available at Gold, Silver and Bronze. If you don’t care at all about the rarity, then fair enough.

Feedback on the system is appreciated.[/QUOTE]

Dont care about rarity
Dont care about skins
Dont care about Card Colors

I do care about Perks and I want to pick my 3

  • The perks actually effect the game and play…
  • I also care about weapon attachments!

My obsidian cards are no different then a silver or Gold IMO. My Obsidian have 3 very crappy perks on them… I want to craft cards! Have we learned nothing from how big of a Fail Diablo 3 was when it first came out?

Rarity has no place in a First Person Shooter. I dont even think LOL which is sort of what this game is trying to copy but in a FPS doesnt have rare perks or abilities. It does have skins but you can buy them with money or Credits.

I want to try the SMG on Proxy but I have not got it yet…

I am trying to be nice about this and give you guys feedback but we the gamers saw this coming… You even say in your mission shaped by gamers! Well these cards weren’t!!

Perks, Super perks, Skins, weapons and attachments all should be seperate cards that can be crafted or combined. HELL you should even have side cards for EACH perk! I have 10 fast reload cards. and that is all it is it is just a card for that perk. You can then use that with 2 other perk cards plus a weapons card plus an attachment care plus a rare Skin card to craft the card that you want for that merc.

If you get 100 fast reload perk card you can then trade them in for a “skin”
If you get 3 skin cards you can trade up to an elite skin
If you have 50 Red-Dot Cards you can trade them in for a skin.

You see once you play 1000+ hours you will have a crap load of useless addon cards that can be traded up OR sold for Credit!!!


(spookify) #22

New Post:

Side Thought -

If Trading up is to much like CS:GO and the amount of Cards might be a little cluster then why not just break out perks from the Cards.

People are going to want skins and weapons skins. Have then buy them with money or Credits like in LOL.

Keep the Add-on, Weapons and Perks separate. By doing this it allows you to also keep Ranked MM and Third Party Comp Separate too!

I am really not sure what SD is scared about by giving us the ability to pick our 3 perks… Especially if they add “more” perks that are useful!!!

Weapons are easy just easy. Just have classifications of the guns. Light, Mid and Heavy. Those are the guns that can go on those mercs!!!

Add-On are Add-On… They can go on all guns.

If SD is looking for a crafting and money way the weapon skins, merc skins and merc unlocks should be more then enough…


(PixelTwitch) #23

It just hit me…

Just look at what a complete mess this whole thing is… So depressing…
Even this thread, everyone has got ideas, no one is going to agree…
Actually we will agree, we will agree that everyone’s ideas suck but our own…
Splash Damage are trapping themselves in a corner because they know each change pisses more people off…
Simply because we lose as much as we gain no matter how you look at it…
I have already spent my $20 on the Merc pack…
Now I look at it and I do not consider it good value…
The cost of a Merc currently is very cheap compared to the potential cost of getting a card for that Merc that you like…

I blame greed, I blame echo, I blame design and I blame us the community…

What a mess…


(Ragoo) #24

Perspective of someone who casually played ET:QW for some years and only 2 days ago got back to playing Dirty Bomb after I didn’t like the direction it was going in early Alpha: I’m really happy with all the changes to movement, weapon accuracy (hip fire), TTK etc. It feels like the great game I was expecting to get in the form of BRINK and I’m kinda hyped to play it right now.

However on the other hand the card system is just … I mean I wouldn’t even make the effort to write anything on this forum but I just have to get this off my chest. It’s pretty much the reason I will not recommend (or even mention) this game to friends because it’s in my opinion embarrassingly bad right now.

Like the amount of grind I’d have to put in just to get on an even playing field in terms of mercs is already bad enough but you could argue that not everyone needs to have all mercs from the get go, okay. Those loadout cards on the other hand? They present actual differences in effectiveness/power. And it seems you’d have to grind a ton to get them to the highest level and then it’s just entirely random whether you like your combination of skills or not and ESPECIALLY whether you wanted that weapon for the merc.

Like holy cow as a competitive person who wants everyone to get equal tools and only be seperated by skill this system is gonna frustrate me to no end and I’ll look into every opportunity to avoid it and play default loadouts only.


(ToonBE) #25

[QUOTE=PixelTwitch;523401]It just hit me…

Just look at what a complete mess this whole thing is… So depressing…
Even this thread, everyone has got ideas, no one is going to agree…
Actually we will agree, we will agree that everyone’s ideas suck but our own…
Splash Damage are trapping themselves in a corner because they know each change pisses more people off…
Simply because we lose as much as we gain no matter how you look at it…
I have already spent my $20 on the Merc pack…
Now I look at it and I do not consider it good value…
The cost of a Merc currently is very cheap compared to the potential cost of getting a card for that Merc that you like…

I blame greed, I blame echo, I blame design and I blame us the community…

What a mess…[/QUOTE]

I think there is a pretty big consensus about SPLITTING the cards into COSMETIC CARDS and LOADOUT CARDS. Jeeez you are right about being a mess though… This game sucks atm mainly due to the $h!t card system and monetization. It just doesnt make sense… If someone can tell me why we have bronze to gold? it doesnt serve any purpose… You would think it is rarer/better but it isnt it is the same stupid card you don’t want… why trade 4 bronze into silver? to get 1 card with 3 augments? so you give 4x3 perfectly good augments and change them into 1x3? that is utterly stupid:/ I can go on and on about this… It mainly comes to this: it bad, very bad and I am starting to dislike this game Seems like they just don’t listen.


(ToonBE) #26

The system is bad and broken. Nothing more to say about it really… A lot has already been said… It is up to the devs to change it based on feedback.


(Szakalot) #27

well frankly ; loadouts don’t really make a big difference in power. 50% longer mg shooting won’t affect me at all. etc. etc.


(tangoliber) #28

I like the system. It avoids customizable loadouts, which I believe would hurt the game, while also providing a variety of loot to win/buy (Obviously a necessary evil for a F2P game.). And the best thing is that the loot feels more significant that typical microtransaction stuff in F2P games.

The only change I would make would be to balance all cards across rarity, so that nobody can accuse the game of being P2W.

You can balance them in a “boring” way. Like all 1 augment cards get 2 boring augments (a sliver of extra ammo or a sliver of extra health) to fill the other two spots.


(INF3RN0) #29

I want to spend some money on the game, but because of the randomness of the card system at this moment I see no reason to. Even if I do get an awesome skin eventually, I’ll likely dislike my weapon and perk combinations. A lot of the perks seem like ‘fillers’ (MG c/d, knife dmg, lel) and other sets are just way too useful on a consistent basis (support). If things were separated out into more small chunks then I’d feel more motivated to buy in. The perk sets in general need to have a more equalized appeal that actually define the play style in a consistent manner. I personally don’t feel like perks have a big impact until you’re up against an equally skilled team in MM perhaps, in which case the small stuff beyond aim/smarts matters. Overall the more there is to collect and the more control we have as players over these micro-chunks, the more we will spend to get them. Full set lotto drops is fine as another option, but as the only option it will minimize sales and lead people to think the game is p2w on the loadout card spectrum.


(tangoliber) #30

What if they eventually just straight up sold each loadout card?
I imagine that is what will eventually happen, and the random drops/trading/upgrade system would be for those who don’t need a specific loadout and want to get a variety of them as much as possible.

I understand not liking random loot in the game, but at the same time, I can see the appeal.

I also understand wanting to choose each of your weapons and abilities, but I also don’t like the effect that has on enforcing balance while maintaining unique-feeling characters. It’s nice to have a couple of games that don’t offer a minute loadout construction.


(INF3RN0) #31

[QUOTE=tangoliber;523412]What if they eventually just straight up sold each loadout card?
I imagine that is what will eventually happen, and the random drops/trading/upgrade system would be for those who don’t need a specific loadout and want to get a variety of them as much as possible.

I understand not liking random loot in the game, but at the same time, I can see the appeal.

I also understand wanting to choose each of your weapons and abilities, but I also don’t like the effect that has on enforcing balance while maintaining unique-feeling characters. It’s nice to have a couple of games that don’t offer a minute loadout construction.[/QUOTE]

Well this is from the pov of what I think would be benefiting every type of player. The important game play elements being the weapon/perk sets and the cosmetics being the skins and whatever. If I can immediately have more control over combining my preferred perks and weapon into even a low tier skin card then I’ll have no reason to consider the game p2w. At that point I’ll be less distracted by the trivialities of the system and be more comfortable spending money towards getting skins. Skins can be permanent once applied to a card for all I care.

My ideal system would be like this…
-1k base card builder fee
-Weapon set loot drop (rare chance of pre-skinned)
-Perk set loot drop
-Merc outfit loot drop (rare)
-Weapon skin loot drop (rare)

When I collect all the pieces I can craft them into a card, which can then be upgraded in both merc/weapon skins and other cosmetics. The more cosmetic options that become available, the more players will be able to continually deck out their favored cards. Making this a permanent process would maintain the need for collecting multiple cards, player trading, and a growing eco without impeding on what people would view as game relative content. Varying the tiers of crates based on drop chance would also be a good feature, but the more micro-transaction options available the larger the consumer base. Overall point is that the flaws in the current system will be its own demise.


(syku1) #32

Some communication by the devs could have avoided a lot of this, do you not have the ability to ask the community about anything? do you think our ideas are all garbage/ not profitable and that’s why you have never said or asked the community about any of this?
This has to be the worst/greediest system i have ever seen in my life and in my eyes can only be fixed with a complete rework.
When it takes hundreds of hours to get a couple of mercs you should know there’s something VERY wrong, and the fact that you didn’t fix it before releasing it says a lot in my eyes(greedy), lets hope this will all be fixed sooner rather than later. :oppressor:


(Runeforce) #33

I don’t get it. It takes 9 lead cards and 2500c to create a top tier merc loadout. Not really that expensive.


(ToonBE) #34

That is not really the problem here…


(BAMFana) #35

[QUOTE=Exedore;523287]Love this specificity, more of this please!

As I posted above, right now the time to the advantage you’re mentioning is quite a bit higher than we intended, and we’re looking at addressing that ASAP.[/QUOTE]

Good to hear. Some specificity regarding the different augs I’m aware of at the moment below.

Very useful augs:

  • Explodydendron
  • Healing Reach
  • Potent Packs
  • Get Up
  • Extra Supplies (on medics)
  • Unshakeable

Useful augs:

  • Drilled
  • Springy
  • Double Time
  • Quick Draw
  • Focus (on snipers)
  • Tough
  • Mechanic

Filler augs (ie. not useful in competitive play):

  • Big ears (will be useful if it actually makes sound locating significantly easier)
  • Sneaky (sound locating is extremely difficult in this game even without this, so it seems pointless)
  • Bomb Squad
  • Untrackable
  • Spares
  • Guardian Angel
  • Extra ammo
  • Cool
  • Try Hard
  • Flying Pig
  • Chopper (could potentially be useful on Phantom)
  • Fail Safe
  • Pineapple Juggler
  • Throwing Knife
  • Looter (might be useful if it consistently gave med/ammo drop regardless of the merc killed)

(Bloodbite) #36

Several things I didn’t see anyone mention:

[ol]
[li]Card system at the moment is too simple in terms of collecting and applying them. This will result in the eventual clutter of mass collections of lesser valued cards for the eventual merc roster (which will be far more than non-alpha folk probably realise)… and this clutter will naturally lead to a devaluation of the system, killing its money making potential. We’re seeing it happen already in some of the above comments.
[/li][li]A more in-depth and robust customisation system is needed. Despite the nay saying about excessive input into loadout after loadout needing to be specced, some degree of player control must be implemented that gives everyone a sense of ownership to their mercs without it becoming too convoluted or too money/p2w centric in vibe (Tribes fell victim to that)
[/li][li]Customisations do need to be separated into different systems. If we use the Brink customisation system as an example for cosmetic changes and previewing while putting augment and weapon cards into a totally different, more tech/stat-centric interface/section… being able to compare cards/loadouts would go a long way to kill all this p2w/grinding/op set of concerns.
[/li][/ol]

Transparency with card specs is going to be the key to making it work, and to help kill all this uncertainty about how signifant an impact these augments really have on a merchant.


(montheponies) #37

The sheer range of card combos makes the customisable loadout a non-issue. Bottom line is the card system is relying on folk being interested in forking out for a particular fixed combo of weapons/perks/skins - which for lots of reasons makes it feel incredibly P2W. Something that has been stated categorically wouldnt be the case (seem to recall some interview with SD or Nexon…).

As soon as you make it the case that someone can buy a heavily augmented merc, with a superior weapon, you’ve lost the P2W argument. If you lok at TF2 for all the customisation the bottom line is that every variety of weapon has some tradeoff - what is the tradeoff in explodydendron - do have less nades, take longer to prime, cant throw as far?

incoherent rant over.


(MoonOnAStick) #38

It’s actually even better odds than that. Assuming the probability of a ‘full’ top-tier card, P(Bronze-or-better) = 3/15; one third of a full card, P(Iron) = 2/15 and one ninth of a full card, P(Lead) = 10/15. The average number of crates opened per full card is 3 and a bit.

One more thing, buying the Steam DLC pack doesn’t appear to refund credits already spent unlocking mercs. Not a huge deal, I’m sure I’ll manage without those Dirty Doubloons.


(PixelTwitch) #39

Not being able to have extra ammo… Not getting Sprint Reload… Not getting increased speed reload… Not having quick lift up weapon…

Remember it takes a lot and everything that can fill that slot only has one downside… Simply it prevents you from taking something else…
Explodydendron being stronger then pineapple juggler is a balance issue not a P2W issue.

That said I do completely see where you are coming from.


(gangstarN) #40

just 5-6 balanced classes, no bull**** cards or attachments on diffrent classes.

thats good.