[SUGGESTION] Missions Rework / New Reward System / Cases


(bontsa) #21

Here we go with another “+1 post-count” voice announced via text here, but let’s see. I did like your approach on merc-based missions not only counting towards the experience type they’re “designed” for, but also including the others they can execute. As it seems idea behind missions is somewhat encouraging players to go outside their comfort-zone or try out stuff they haven’t much. Could be something to look into I think, but should be done right.

Pretty much everything that I initially see lacking / overly complicated / negatively impacting in your suggestion is pretty much stated here already. New monetization routes will develop during game evolving, so it could be that mission requirements or credits as of now might become more lenient. Although I don’t see if it has to. Some much simplier to implement- additions like rerolling system could make it feel less grindy.

And being honest too, F2P system pretty much revolves around the fact you either spend time to save money, or spend money to save time. Or you go middle way and give it some time and some bit of your hard earned currenc…Hey, where did that black void appear from all sudden eating my wallet?

I think random factor with crates and their drops respectively actually benefit players who decide to stay, in the long run. Randomness allows the system to be dropping stuff more frequent all over, instead of only for ones who’ve been practically living under the Bridge and walking down the streets of Chapel. It hooks and is evenly unfair for everyone. You’ll eventually get yourself what you want in both systems, on the one we got now and on the one you’re suggesting. Why make it much more complicated? Some kind of trading system seems to be in the interest of developers too, making accuiring wanted stuff more convienient.

One more thing I found interesting, was idea of map specific missions. Same reason as at the start of the “you’re-not-gonna-read-this-through-are-you?”- rant I’m pulling off here, since it broadens the possibilities to encourage people seek something in hopes of them trying out aspect of the game they’ve avoided so far. But maybe after there are more maps.

Once bloody again I so wish I could at the same time disagree with post’s point, but like the thought-process or sheer effort behind it.


(Zihil) #22

I completely agree with this. However, under most circumstances (and currently in DB) everything can be acquired through long play times, luck, or the cash shop. It would best be implemented through rewards in competitive matchmaking, but until cheating is largely taken care of, their value and prestige will continue to be mostly meaningless.

You are right, I did not specifically design my system for players to play mercenaries they might not normally choose (or want to play, at all, ever). Some people will likely never venture outside of their desired role-type, regardless of how much you incentivize, or reward them. However, under the current mission system, a player needs to have the merc unlocked (or in free rotation) in order to receive a mission for that specific merc. Under my proposal with there always being character-specific missions available, it would have a similar effect, and perhaps a more potent one. This is because the current missions are randomized, and it would be based on chance that you get a mission to play a merc you normally wouldn’t. Under my proposed system players would constantly be incentivized to play all characters, not based on chance. This again, also works well with the proposed merc rental system I proposed.

I covered further monetization of the cases at expanded price-points to potentially increase sales. Although, handing out shinies (albeit mostly meaningless ones) is one of the goals of my proposal, but again, it is also intended to increase sales. Finding the right balance between rewarding players, and selling the same thing can be difficult. However under my proposed changes, I think it would benefit the company more than the current system. This is generally based on the fact that most players view Elite Cases as not worthwhile. I could be wrong though, as I don’t have access regarding their sales. If there were additional items for sale outside of the Elite Case / Loadout Card system, this could also increase revenue. Something along the lines of Obsidian/Founders Cards, or purchasable-only skins for supporters. There’s a lot that can be done with this concept, as the game is currently, completely lacking this.

I’m quite literate, and this is far from a “+1 post count” post. There is definitely a lot more that can, and should be done with the game, as it is in Open Beta. As an open beta tester, I’ve been making suggestions that I find appealing, but also ones I think can help the game, while additionally trying to help the company so that more of the game can be developed. The devs certainly have plans of their own though, even if they don’t share every detail. They may even be working on implementing similar concepts.

This is indeed one of the factors I used to design the merc-based missions. All mercs have guns to shoot people with, and can interact with objectives in addition to their class-specific actions. I wanted to keep these more generalized though so that the other missions could be more specific. However, implementing more merc-specific goals for the merc-based missions may be a better idea to create a bit more flare. Although I didn’t want to design a system that creates autonomous-ammo-throwing-Arties where they only have one purpose.

This is true, and I generally like this idea, although I’m fairly certain there were other posts about this concept, so I’ve left this part out.

[quote=“coolFortress;60264”]
And being honest too, F2P system pretty much revolves around the fact you either spend time to save money, or spend money to save time. Or you go middle way and give it some time and some bit of your hard earned currenc…Hey, where did that black void appear from all sudden eating my wallet?[/quote]

This is why I’ve proposed expanded Elite Case options, amongst other things. Everyone has slightly different value systems, and offering the same or similar things for different prices (at the very least) allows players to consider purchasing them with the hope of more overall increased sales. Over time the values can be adjusted to fit what players are willing to spend, which is why implementing as much of this concept as soon as possible, as much as possible is a good idea. Discounts for supporters is also a relatively sound concept. However, there just isn’t anything really implemented as of now.

I quite like the concept of random chance within the case, however I dislike the random chance of acquiring the cases. While I find it hard to argue that having random-acts-of-case-drop-kindness is a bad idea, I feel as though it’s current implementation seems, in the long run, a borderline-cruelty system, as it is the only way apart from Elite Cases. If you have hopes of getting a cobalt from a regular case, you’re going to be crushed 99.9% of the time, and 95% of the time even with Elite Cases. This is not an exaggeration. This effectively turns people into the trolls living under the Bridge, and zombies walking down the streets of Chapel. It is quite feasible that if the current system remains in place, and unchanged, that the general population will become toxic, eventually leading to a ghost town of a game. In a lot of instances, people won’t realize why they’ve become so salty or sour, but it is because they’ve given up hope (you can see such an instance in previous posts to this very thread). This is bad for the community as a whole, and why I feel it is necessary to include this complexity and my other proposed suggestions, because it at the least gives a false sense of hope.

Yes, I agree, as long as there is no trading between players. If there is, then it creates the situation of disparity of wealth amongst players, as previously mentioned.

As this game is still in testing, specifically Open Beta stage, incentivizing players to play all of the content seems in the developer’s best interest, including more accessibility to Cobalt quality cards and the effects it would have on the community, amongst my other proposed changes.

I had to -snip- some quotes due to post limitations


(bontsa) #23

Well the initial idea for Cobalts and other eyecandy loadouts is to be rare and gaining easier access to them via buying Elite Cases, supporting devs, otherwise grinding your own time. I feel the “gap” (should use more quotation marks since it’s very bad phrasing to call it such) of owning couple and not having any is in pretty healthy propotions now. Player should be the one getting checked if they feel them being obligatory, not drop rules or so ^^’ Free crates not dropping that much blingbling doesn’t feel in my opinion “crushing”, but it’s rather natural. More like extremely satisfying to hit that 0.1% chance once.

I feel the system is just fine now.