Unlock and Load – Levelling


(INF3RN0) #81

You should be able to combine duplicates of the same tier to get a random card of the next tier, ex. 5 common = 1 uncommon.


(badman) #82

We are going to have ways to deal with duplicates in the future. :slight_smile:


(spookify) #83

Remember people like to customize there own things and especially to fit their play style… Random generated cards and re-rolls or other things will cause anger for not getting the right combination or to have a time frame to get that combination…

COD you unlock the perks and you know when they are coming so you grind until you get it. Then you can have any combination of these perks… I couldnt imagine grinding to get a random card never knowing when the combination you want or want to try will pop up…

People should be able to create cards… Pick the 3 perks and then go one step further add powers to those perks using keys.

3 Examples that I play that have this LOL, the newest Diablo 3 Patch and Path of Exile.

LOL I was a noob and didnt even know the mysteries or runes even exsisted!!! But there you go. A way to get more powerful!!

Path of Exile and D3 have gems that can be added to, to add power…

You dont want to make it a grind and that is good however you can add grind features into the game to slightly increase perks or something…


(INF3RN0) #84

The cards are pre-balanced right? So that we don’t just use the best of everything all the time. It makes sense if your goal is to enforce a pros/cons system with the perk sets.


(BomBaKlaK) #85

Yep I think this is the point, or everyone will use the best perks.


(xdc) #86

got a legendary card, Red Eye with auto sniper - seems balanced to me, the recoil and sway on it is higher than before, better for mid range than it is long range. Long range shots are harder to do, you have to be more careful with your shots, but in mid to close range you can spam the rifle.

other players don’t like it though, but I didn’t feel as if I was overpowered. The merc abilities that it has are not that powerful, the 20% increase to ability I can’t tell a difference (btw does this work with smoke too?)

The deagle pistol for red eye seems really powerful though, I didn’t notice how strong it was till I used it with red eye.


(Mustang) #87

That’s the point though, if there is a set of best perks then You’re Doing It Wrong™


(Exedore) #88

Given that this is completely first implementation and the base functionality of the Mercs hasn’t changed at all, this reaction is actually quite heartening. :smiley:


(prophett) #89

Does playing certain mercs unlock certain things, or its it totally random?

For example, do I have to play mercs I do not like using in order to unlock things for the mercs I do like playing? (this would encourage more people to play the “useless” mercs).


(Mustang) #90

No (unfortunately) it’s random, I’d rather there was at least a bias towards mercs I actually care about.


(tokamak) #91

See. That’s a problem. The player should at least have the feeling they can ‘steer’ towards their goal.


(DB Genome editor) #92

I think we need to see the complete system before we can form a proper opinion. By themselves, random drops like we have right now tend to generate more frustration than engagement. However SD folks have already indicated that some form of “recycling” will be present and that can change the whole thing. A crafting system that allows you to sacrifice unwanted cards for a chance at something better could completely change our perception of these random drops, especially if the crafting can be steered: card combos that ensure your crafting will result in a loadout for that specific merc, or a certain level of rarity, etc…


(tokamak) #93

Problem with recycling is that it’s flat rather than directional. It’s trail and error rather than venturing down a path you’ve picked.


(DB Genome editor) #94

It is if all you can do is mash up a couple of cards together to get another one randomly, but the system doesn’t have to be limited to that. Look at TF2, there are specific crafting recipes for a lot of items, as well as subsets recipes that will create cosmetics or weapons for a specific class and/or weapon slot (still partially random, but you get to eliminate a lot of unwanted results). The recycling scheme could go as far as allowing you to “build” the exact card you want, for instance by sacrificing other cards that contain all the elements that appear on it.


(tokamak) #95

TF2’s system is still flat due to the binary nature of crafting. You either have the required components or you don’t.

What I want to see is micro randomness revolving around an intentionally set macro direction.

//youtu.be/cBdxDFpDp_k


(fzl) #96

i have only double crates… think i erase my account and make a new and try again…


(DB Genome editor) #97

Do we eventually unlock more than 3 slots for saved squads? The squad page has clearly been designed to support more and it would make sense that as you unlock more mercs, you get more squad slots to be able to take advantage of the wider range of options.

Since you can only swap squads in the lobby between games, not actually modify you current squad, I fell we’re now even more limited in our merc selection :frowning:


(BomBaKlaK) #98

Leveling is the solution to get more squads


(DB Genome editor) #99

Then it would be nice to know when these unlocks will occur. Something as simple as greying out the “New” button at the bottom of the squad window when all slots are full instead of removing it completely and having a mouse-over tip that says “Next squad slot unlocks at level X”. No reason not to make this info available.

In the meantime, anyone cares to reveal the slot progression vs levels for those of us who aren’t there yet? :cool:


(tokamak) #100

World of Tanks only allows extra slots (IE squads in this context) for payment. The reasoning is basically because this is typically a convenience feature.