Ideas to improve the store system. (More ideas in thread, not in OP)
#301
Posté 03 février 2013 - 06:34
The small increase in credits we have received since the launch of this game is simply not enough at the current rates for the amount of unlocks that there are now. If you have ideas that could potentially be worth considering please post them!
#302
Posté 07 février 2013 - 08:23
#303
Posté 07 février 2013 - 11:38
holdenagincourt wrote...
There's just so much stuff in a manifest these days that even Gold credits feel lackluster. Bronze and Silver payouts are both complete jokes.
I'll second this proposal. It's never going to happen though, since it strikes at the heart of the MP economy.
Not to mention Bioware's pockets......
#304
Posté 07 février 2013 - 11:41
#305
Posté 08 février 2013 - 11:41
#306
Posté 09 février 2013 - 12:40
#307
Posté 09 février 2013 - 01:27
One idea I had for improving the experience for newbies is a pack that guarantees the first level of a random weapon or character a player doesn't already have. It could be ridiculously expensive, say 2M credits or something, but would keep players from giving up after months of not getting the one weapon/kit they wanted. Of course, all subsequent levels of the weapon would be at the whim of the RNG god.
Modifié par Shinobu, 09 février 2013 - 01:32 .
#308
Posté 12 février 2013 - 09:02
#309
Posté 12 février 2013 - 09:03
#310
Posté 12 février 2013 - 09:10
#311
Posté 20 février 2013 - 07:13
#312
Posté 20 février 2013 - 07:30
It's another way to help reduce the gold, and platinum players trying to make the jump to soon. Plus it would still require a solid time commitment to max your manifest. But they could afford reserve packs to try kits that they really want to play, without having to complete 4-5 games first.
And the argument that people will farm lower difficulties, instead of platinum, isn't realistic.
Spawn control nuking, can get platinum games sub 10 minutes. Which is way more money per hour than could be achieved on the lower difficulties.
#313
Posté 20 février 2013 - 08:01
Meanwhile, on these forums I hear a lot of people complain about Gold lobbies, with noobs, farmers, leechers, glitchers, cheaters. I don't know how many credits a Gold game gives, but assuming it's double of Silver, I can imagine people join the Gold difficulty because the payrate is overdone.
I find it quite odd that people with a higher skill level unlock stuff *a lot* faster than people with less skill level or a more casual playstyle. Not saying payrates should be equal, but a smaller difference seems more balanced.
Should I try Gold? It gives me much better credits, and even though I don't consider myself extremely skilled and may need to be carried a bit, I'd still be more useful than a leecher. Assuming the stories I hear about how crappy Gold lobbies can be are true.
Or actually, the main reason I want to try Gold is for the credits. Should that really be a reason to move up a difficulty? :/
#314
Posté 20 février 2013 - 08:09
#315
Posté 20 février 2013 - 08:14
feldinor wrote...
I support this too. I've been playing bronze for ages. Unlocking the manifest goes terribly slow, especially since anything new added is rare or ultra rare. (Did they ever add something common or uncommon, apart from the gear when they introduced this new 'feature'?). I recently made the jump to Silver, but only on the kits I'm familiar with (so I still play a lot of bronze for the challenges). It's ridiculous that Silver pays double the credits Bronze does. Suddenly, I doubled the rate I can unlock stuff. Some friends say I play quite well and may be ready for Gold, but since I don't want to be a burden to my team I'll stick to Silver for now. Though Silver takes a bit more effort than Bronze, a double pay rate is overdone.
Meanwhile, on these forums I hear a lot of people complain about Gold lobbies, with noobs, farmers, leechers, glitchers, cheaters. I don't know how many credits a Gold game gives, but assuming it's double of Silver, I can imagine people join the Gold difficulty because the payrate is overdone.
I find it quite odd that people with a higher skill level unlock stuff *a lot* faster than people with less skill level or a more casual playstyle. Not saying payrates should be equal, but a smaller difference seems more balanced.
Should I try Gold? It gives me much better credits, and even though I don't consider myself extremely skilled and may need to be carried a bit, I'd still be more useful than a leecher. Assuming the stories I hear about how crappy Gold lobbies can be are true.
Or actually, the main reason I want to try Gold is for the credits. Should that really be a reason to move up a difficulty? :/
It has been at least around a month since I last played, but IIRC the payouts go:
15k Bronze
30k Silver
75k Gold
120k Platinum
(all before bonus for extraction, numbers may be slightly off).
Anyways, while I do feel Gold and Platinum do deserve slightly higher payouts (higher difficulty usually means more consumables used) I do not feel the gap should be as large as it is.
To answer the rest though, there were TONS of people that needed to be carried in Gold last I played. You may or may not be ready (I couldn't tell you as I have never played with you), my suggestion would be to give it a try and see how far you and your team make it. If you feel you contributed well, didn't cause teammates to revive you a ton, and play objectives you should be fine. If you feel you went down too often or just don't enjoy yourself I would suggest sticking with Silver.
My opinion is that players should play the difficulty they are comfortable playing. Should players try to improve to play higher difficulties? I would say yes, but I personally enjoy a challenge and always try to improve myself no matter what it is (be it a video game or something IRL). Also, leeches around here gets tossed around with different meanings. Originally leechers were people that wouldn't play at all, now I believe people that don't use consumables and intend on being carried are considered leeches as well. So as long as you are willing to use them up (be it amps, missiles, gels, whatever) you are already a much better player than the "leeches" even if they may be slightly better with a weapon since you show real effort.
#316
Posté 20 février 2013 - 08:21
The Sir Tendeth wrote...
I support this.
It's another way to help reduce the gold, and platinum players trying to make the jump to soon. Plus it would still require a solid time commitment to max your manifest. But they could afford reserve packs to try kits that they really want to play, without having to complete 4-5 games first.
And the argument that people will farm lower difficulties, instead of platinum, isn't realistic.
Spawn control nuking, can get platinum games sub 10 minutes. Which is way more money per hour than could be achieved on the lower difficulties.
To be fair lower difficulties will be farmed more. You wouldn't need to use consumables to get around the same time as a Platinum match, you have much more room for error, and honestly most players will never be in sub 15 minute Platinum matches (this is coming from someone who taught speedrunning). Finding players that can hold their own as well as knowing the spawn mechanics are far less common than one would think considering how long the game has been out.
You could literally take grenade characters on Bronze with nothing equipped and get a sub 10 minute run easily where on Platinum you will need high level weapons, gear, amps, and 5 missiles each (minimum) in order to come even close to a sub 10 minute run.
#317
Posté 20 février 2013 - 08:23
Slimjim0725 wrote...
It has been at least around a month since I last played, but IIRC the payouts go:
15k Bronze
30k Silver
75k Gold
120k Platinum
(all before bonus for extraction, numbers may be slightly off).
With extraction bonus, Bronze seems to give roughly 17k and Silver 33k, which seems to be roughly 10% extra. No clue for Gold and Platinum.
Anyways, while I do feel Gold and Platinum do deserve slightly higher payouts (higher difficulty usually means more consumables used) I do not feel the gap should be as large as it is.
To answer the rest though, there were TONS of people that needed to be carried in Gold last I played. You may or may not be ready (I couldn't tell you as I have never played with you), my suggestion would be to give it a try and see how far you and your team make it. If you feel you contributed well, didn't cause teammates to revive you a ton, and play objectives you should be fine. If you feel you went down too often or just don't enjoy yourself I would suggest sticking with Silver.
At the moment I find Silver quite enjoyable. It offers some challenging situations but overall is quite doable. The only reason I'm interested in moving up Gold is the extra credits. IMO that should never be a reason to move up a difficulty. It doesn't benefit the Gold players, it doesn't benefit the Silver players. It benefits no-one.
My opinion is that players should play the difficulty they are comfortable playing. Should players try to improve to play higher difficulties? I would say yes, but I personally enjoy a challenge and always try to improve myself no matter what it is (be it a video game or something IRL).
I'm quite the opposite. I like a relaxed playstyle more. More casual, less challenge, less stressy situations. But the current system really punishes that playstyle. The credit reward difference really promotes a more challenging playstyle, whether people want it or not.
Also, leeches around here gets tossed around with different meanings. Originally leechers were people that wouldn't play at all, now I believe people that don't use consumables and intend on being carried are considered leeches as well. So as long as you are willing to use them up (be it amps, missiles, gels, whatever) you are already a much better player than the "leeches" even if they may be slightly better with a weapon since you show real effort.
I guess I could do it. I'm willing to spend some consumables, and always contribute to the objectives (even though I'm sometimes overenthusiastic and get myself killed while trying to get to an objective, but that still counts as effort, right?
#318
Posté 20 février 2013 - 08:36
I can't speak for everyone, but as long as I see a player giving a match their best effort (meaning they gel at proper times, use missiles when needed, etc) then I am happy to have them on the team. However, if I see someone gelling multiple times before wave 3 even (and they aren't a friend), using missiles on half dead enemies,etc in Gold games I personally do not want to continue playing with those players.
Either way, if you decide to try Gold I wish you luck. I don't know what system you play on, but there are tons of groups and great players (though it takes some searching) that would be willing to help you in the transition. You will definitely enjoy Gold a great deal more having teammates that know what they are doing rather than possibly having to carry 3 players as long as you can (I have had my share of them),
#319
Posté 20 février 2013 - 08:52
The shop actually makes it easy to start for a new player (3 recruit packs for a successful bronze, 3 vet packs for two successful silver), if the credits would be increased for bronze and silver the prices of the lesser packs needs to be adjusted as well.
Modifié par Schachmatt, 20 février 2013 - 08:53 .
#320
Posté 20 février 2013 - 08:58
Schachmatt wrote...
I'm still convinced that increasing the payout for lower difficulties isn't a good idea. Imo the main problem is that new players are trying to buy expensive packs with the bronze and silver payouts instead of buying recruit and veteran packs.
Why would this be a problem?
The shop actually makes it easy to start for a new player (3 recruit packs for a successful bronze, 3 vet packs for two successful silver), if the credits would be increased for bronze and silver the prices of the lesser packs needs to be adjusted as well.
I agree the system works well for new players, but not for players who've been playing Bronze and Silver for ages. The current system seems to assume players will move up a difficulty once they've unlocked new stuff. That system has shown to have its flaws.
#321
Posté 20 février 2013 - 09:12
Because of the way better price- performance ratio the starter packs have. A new player without basic stuff literally wastes his credits on the higher priced packs.feldinor wrote...
Schachmatt wrote...
I'm still convinced that increasing the payout for lower difficulties isn't a good idea. Imo the main problem is that new players are trying to buy expensive packs with the bronze and silver payouts instead of buying recruit and veteran packs.
Why would this be a problem?
If you only play bronze and silver, you don't need high end stuff. You want shiny weapons? Go earn them. On gold.feldinor wrote...
I agree the system works well for new players, but not for players who've been playing Bronze and Silver for ages. The current system seems to assume players will move up a difficulty once they've unlocked new stuff. That system has shown to have its flaws.The shop actually makes it easy to start for a new player (3 recruit packs for a successful bronze, 3 vet packs for two successful silver), if the credits would be increased for bronze and silver the prices of the lesser packs needs to be adjusted as well.
#322
Posté 20 février 2013 - 09:13
What incentive does someone have to jump from Silver to Gold if the financial gain is so minimal?
You'll have almost nobody playing Gold and everyone in either Silver or Platinum. Skilled players would go back to playing silver because you can put out much faster times and essentially earn MORE credits per minute (especially glacier speedruns as they could be done without equipment easily)
#323
Posté 20 février 2013 - 09:17
Schachmatt wrote...
If you only play bronze and silver, you don't need high end stuff. You want shiny weapons? Go earn them. On gold.
Just because I like a more casual play style and don't "need'' high end stuff, doesn't mean I don't want to progress through my manifest. The current system is tailored towards skilled players only.
#324
Posté 20 février 2013 - 09:23
BACON4BREAKFAST wrote...
1 month later and it's still a bad idea.
What incentive does someone have to jump from Silver to Gold if the financial gain is so minimal?
So you rather have people joining Gold lobbies purely for the credits?
You'll have almost nobody playing Gold and everyone in either Silver or Platinum. Skilled players would go back to playing silver because you can put out much faster times and essentially earn MORE credits per minute (especially glacier speedruns as they could be done without equipment easily)
There's a middle way between making the difference ''minimal'' and the huge gap it is now. No need to overdo it.
I'm quite convinced people would still play Gold. If you're skilled, farming Silver would be extremely boring, wouldn't it? But IMO farming is a valid playstyle, so let them. It'd keep the people aiming for a challenge in the Gold lobbies, and would get rid of any farmers. (Assuming the rebalance would actually make Silver more profitable than Gold, which I yet have to see). Eventually it'd mean people play the difficulty they *like*, not the difficulty they *need* to get creds.
#325
Posté 20 février 2013 - 09:24
But you can still make progress. Two silvers will net you a spectre pack. Plus a recruit pack to replace a used up gel or rocket. But it should be obvious that better stuff shouldn't be obtained easily.feldinor wrote...
Schachmatt wrote...
If you only play bronze and silver, you don't need high end stuff. You want shiny weapons? Go earn them. On gold.
Just because I like a more casual play style and don't "need'' high end stuff, doesn't mean I don't want to progress through my manifest. The current system is tailored towards skilled players only.





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