*sigh* Dirty Devs? You're giving me problems.


(Xyfurion) #21

@Dox Couldn’t have worded it much better myself. Spot on.


(Herr_Hanz) #22

in the long run it’s supposedly good because you dont need to go through all the tiers of skins. but who here has 144 lead cards in his pocket to make a cobalt? sure i have a bunch of bronzes and irons from equipment cases, and like 3 silvers. but 144 lead? nope.


(The_N00Ba) #23

each silver is 36 leads so you really only need 36 leads or another silver if that is all you need. that is if you want to recycle your silvers which I doubt unless you don’t like them.

This is because all cards still equal a certain number of leads. example 1cobalt = 864 leads which was first mentioned in the previous system.

now crafting 10 golds will cost 250,000 credits and 25,000 fragments.

Now, you decide you want to recycle them to get a cobalt. you receive 21,500 fragments and no credits.

you use 20,00 fragments and pay 50,000 credits for the cobalt.

In total you have spent 300,000 credits in recent transactions. The questions is have you actually spent 300,000 on crafting the cobalt. I would say technically no. Each crafting cost is a single instance and do not stack on one another unlike the previous system which is more linear.

You spent 50,000 on a cobalt and 25,000 for each gold. In all of these individual cases you lose those credits and a little of your fragment resource.

To continue this type of thinking with the previous system, You technically would have to add the cost of every single card you made that you decided to keep while trading up for the cobalt to the total cobalt cost of 322,000 in order to determine the total cost you paid for that cobalt once you decided you wanted to make one. This is in part due to the linear formula of the previous system.

yes every craft is designed around using leads as a base, but every card you recycle still more or less retains it weight in lead.

again this new system is not linear. each craft cost is technically separate from each other since each craft is it’s own individual occurrence. The previous system being linear is why the trade up costs were added together.

Now it is possible to spend more in this system than the card costs in the previous system when you craft cards from previously crafted cards, but those extra costs are still counter acted by all the free cards you get from cases received from events, playing and even buying them with real money. Just remember though the cost to craft the card does not stack with previous costs. This idea of course is related to the rules of accounting.

Honestly in the old system if you crafted a cobalt you were 322,000 in the hole. Whether it was the one you wanted or not the moment you decided you wanted to make another cobalt you would be again 322,000 in the hole.

in this new system, a cobalt puts you 50,000 in a hole. The next cobalt you want only puts you another 50,000 in the hole.

Yes recycling a card you previously crafted will cause a loss but only of fragments which can be easily regained through the various methods of getting free cases.

ultimately though, recycling previously crafted cards is more a last resort. This is because one of the goals of this load out system is to well… collect them all.

in the old system you got 10 elite cases and got 10 silvers from them. each silver would have cost 12,000 credits to have been made.

you now have an extra 120,000 credits worth of card capital in your inventory. you pay 8,000 credits to make 2 golds and have 2 silvers left over. you lose those credits as well as 96,000 credits worth of card capital leaving 24,000. you then gain 104,000 credits worth of card capital for a total of 128,000 credits worth of card capital.

Now in the new system you get your elite cases and silvers. each silver now would have cost 5,000 credits and 700 fragments to make

you now have an extra 50,000 extra credits worth of card capital and 7000 extra fragments worth of card capital. you recycle all 10 silvers and receive 5400 fragments and lose all credits and fragment card capital

You spend 50,000 credits and 5000 fragments to make 2 golds. You lose those credits and fragment and gain 50,000 credits worth of card capital and 5000 fragments worth of card capital. you still have 400 fragments left over.

now 1 fragment about equals 16.23 credits as stated by Exedore himself in his post about this still in the announcement section.

your fragments worth of card capital is currently worth about 81,150 credits worth of card capital. the fragments left over are worth about 6492 credits worth of card capital. in total you have gained about 137,642 credits worth of card capital.

i think I did that right. OMG why did I write so much…?


(Szakalot) #24

you earned an agree : P