Ideas to improve the store system. (More ideas in thread, not in OP)
#76
Posté 27 décembre 2012 - 11:31
That would do just fine.
If time is your problem...
well you can ask around if someone is helping out, join a group...there are many ways to succeed.
Making things too easy...
the answer is simply - NO.
#77
Posté 27 décembre 2012 - 11:33
#78
Posté 27 décembre 2012 - 11:36
There are many players that simply do not have the ability to progress beyond bronze or silver for a host of reasons, for the past week or so I have been making it a point in the spirit of the season to find silver pugs and take them for a couple gold rounds, so far it has been a rewarding idea and have received many positive replies, my goal was simply to get them extra credits and manybe some will stay in a higher level.
#79
Posté 27 décembre 2012 - 11:44
#80
Posté 27 décembre 2012 - 11:56
#81
Posté 27 décembre 2012 - 12:21
Slimjim0725 wrote...
N7-Zeus wrote...
I disagree. If we make the bronze gave out such a reward for approx 12 min games. Then how will that ever motivate players to go to gold?
This is a non-bias view. Feel free to check my manifest and see I have very little. But I comfortably play silver and gold to get my credits.
The motivation for me was being bored with Bronze and Silver. If a player doesn't want to move up I would rather them not.
logically people wouldn't move up to gold ifthey get that kind of money so fast... Until they have a maxed manifest.. Then they will do it because of the challenge.
Its silly to try and ask for more.
As one with very little now. It's quite challenging and perfect as is.
#82
Posté 27 décembre 2012 - 12:33
http://social.biowar...t&platform=xbox
#83
Posté 27 décembre 2012 - 12:38
#84
Posté 27 décembre 2012 - 12:39
#85
Posté 27 décembre 2012 - 12:45
Getting paid low credits for chump work is how its suppose to be if you changed
this without actually increasing the pay out for gold & plat. then things would
not change for the better. If you havnt noticed alot of ppl just got banned for
exploiting the game. That right there should tell you how easy it is for ppl to
crawl into a shell and actually not make an effort at this game which should be
the focus and gaining some real skills so you can run those higher difficulties & get paid.
Try and understand pushing this game to its limit by challenging the players is
whats going to help evolve this game and help it grow. Giving ppl more of a reason
to stay in bronze & silver isnt gonna do anybody justice.
So basically its a bad idea and you sir get a thumbs down for suggesting such
a broken idea.
#86
Posté 27 décembre 2012 - 12:46
#87
Posté 27 décembre 2012 - 03:27
2. The game hasn't become harder, it's changed. The Geth became cheaper and annoying as ****, but not much harder than it was the beggining.
3. People will always want more. If silver would give you 60k, gold should give you 110-120k.
Leechers, who we have to carry sometimes will not go back to silver, because they know if they find a good lobby, they can leech on them for a game or two. And 120k>60k.
Modifié par tivesz, 27 décembre 2012 - 03:41 .
#88
Posté 27 décembre 2012 - 04:12
I play Gold for 2 reasons: I still have about 60+ UR's to max out, so money, and I find the challenge of gold enough to not be boring but not as stressful as Platinum.
It's true that newbies who shouldn't be in Gold yet but are joining anyway to try and get credits would likely go down to more suitable difficulties, but for people trying to max their manifests (like me, and majority of players) they would also wind up farming Silver instead of Gold if the credit increase would actually happen, and I just think that Gold would lose a lot of players.
A very small increase might be acceptable, but I do agree with the others in terms of the ratio of difficulty:reward.
Bronze is where you get your bearings, learn the game, so you keep buying Recruit Packs until you get a good amount of commons.
Silver at the moment nets you 30k, which is enough for veteran pack and 2 recruit packs, and is where you basically get good at the game. I think silver could get a 10k increase, but no more than that.
Gold and Platinum should stay where they are, if you increase these, the whole newbies going gold/plat when they're not ready wouldn't be fixed.
I think the bigger issue is the cost of packs. People who need the Reserve and Arsenal packs more are probably the people that would be in the tween stages of Silver-Gold, and because of that, it takes forever to save up enough for 1 of those packs.
I think Arsenal and Reserve packs should have been priced along the lines of the Spectre Packs, or there should be cheaper versions of these packs.
I dunno. I ramble.
Apologies.
#89
Posté 27 décembre 2012 - 04:23
Too many players unprepared for Gold enter the lobbies because they more or less have to if they want at least some credits. Right now, the amount of credits on Bronze is pitiful, and Silver isn't a lot better.
I do understand why unprepared people who shouldn't be on the higher difficulties play them anyway, even though I don't condone such behavior
#90
Posté 27 décembre 2012 - 04:28
Your Credits/TIme Ratio would make it more efficient to run Silvers than Bronze, Gold, PLat Games plus you'd rarely have to use Medigels or Missles.Zaixx wrote...
No because bronze will just be farmed out.
Especially by me.
#91
Posté 27 décembre 2012 - 04:32
Jay_Hoxtatron wrote...
L2P scrub.
In all seriousness, I agree with this. The added benefit would be that Bronze/Silver gamers probably wouldn't play Gold just for the creds. Resulting in better PUGs.
That just makes too much sense. Everybody would be happy (keeps scrubs like me out of Gold, an we all get some unlock fun).
#92
Posté 27 décembre 2012 - 04:35
Really I think that's the heart of it too, the fact that one Gold game payout is worth three Silver payouts, that's a very big difference, if that gap was shortened and Bronze made to keep up I think a lot of the grief over bad Gold pugs would subside because Silver would become a more viable option for building one's manifest. Yes yes greed and all that but really how many of the bad Gold pugs are actually trying to leech and how many are just trying to contribute but are completely out of their league?
#93
Posté 27 décembre 2012 - 04:54
Rather than increase the credits, I suggest that rarity of the existing unlockables is rebalanced in such a way to make more weapons and characters accessible to newer players. For example, rather than have 75% of characters and weapons as rare and above, evenly distribute them between levels. Another idea is to split weapons between tiers. The first five levels of the hornet can be uncommon and the last five levels are rare. This way, the beginners can begin using the gun, but only the veteran players, who can afford the better packs, have access to the better versions of it.
tl;dr Rebalance the rarity of items rather than the credit rewards.
#94
Posté 27 décembre 2012 - 04:58
There are few ways to make unlocking easier: increase money pay-outs for missions; reduce pack cost, or downgrade some unlocks to uncommon instead of rare.
#95
Posté 27 décembre 2012 - 05:05
As a silver/bronze player. More silver than bronze, I'd rather get through a silver match then fail on wave 5 on gold.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.
But that is just me. I don't mind, usually 3 Silver matches net me a reserves pack, so I'm happy. And my characters are filling out nicely. Once I get them all open, I'll finish filling out my guns. I'd rather play to my skill level, get what I can get and be happy.
Grinding on a level too hard for me isn't fun and I'll stop playing before I feel like I have to max my manifest out. I'll be happy to have everything open for use. My favorite guns are VIII or higher.
#96
Posté 27 décembre 2012 - 05:06
On topic though, the Arsenal and Reserves packs now effectively cut the loot pool size back down to near launch levels, so credit adjustments or different store systems aren't as critical as they used to be. You still have to sacrifice by not receiving the cards in the pack you don't purchase, but it allows you to max rares and actually remove them from the loot pool.
That being said, I support a credit increase on Bronze and Silver because, sure why not.
#97
Posté 27 décembre 2012 - 05:15
Razor_Zeng wrote...
Jeremiah12LGeek wrote...
Razor_Zeng wrote...
Maybe make bronze 20,000 instead of 35,000 and bump silver up to 40,000.
It's a bit higher meaning you can buy bigger packs then recruit but not too high.
Did you mean to reverse 20K and 35K?
Why would i do that? Op suggested 35K i changed it to 20K. This still allows you to buy a vet pack. Five matches gets you a psp, reserve or arsenal pack.
You're right, I see that now (misunderstood what you were saying). I thought you were referring to the current values.
Ultimately, I'm worried increasing credits rewards (I've made a couple of threads about this) would impact the amount of support and free DLC that comes from having a consistent cash flow from pack purchases.
I think what might work is a special beginner pack. It would have to be very carefully implemented to avoid abuse. It would cost less, have an increased chance of rares (not Ultra Rares) and basically be a more economical Premium Pack.
It would need a mechanic to limit it to new players. Perhaps a limit on how many a player can purchase. Once you've bought them all, you're back to slogging for your creds. It might help address issues of getting started up without unduly straining the balance of the credit system.
I honestly don't believe any of these solutions will actually address the issue of farming on Gold/Platinum. I'm pretty sure the players who are considered the issue would continue to do it, even if they noticed the change.
Modifié par Jeremiah12LGeek, 27 décembre 2012 - 05:19 .
#98
Posté 27 décembre 2012 - 05:21
heroicmass wrote...
Bronze Spawn Nuking Scrub noob
Fixed :innocent:
#99
Posté 27 décembre 2012 - 05:42
And starting players don't have these things.tivesz wrote...
1. When the game came out there were also no super OP Harrier, PPR and characters like the TGI, GI, Fury, Valkryrie. We played those gold games with vanillia chacarters, the most OP thing was an Asari Adept with a Carnifex. We didn't have HVB's, level IV ammo, Jumbo packs, PSP's, Arsenal and Reserve packs.
Yes it has. The enemy factions are significantly more powerful than before. Now, for long-term players, this isn't really a problem, because high level weapons and gear tip the balance back in our favour, but a starting player has just as sucky equipment as we had back when the game was first released, and is up against much harder opposition.2. The game hasn't become harder.
No, it shouldn't. Gold and plat should stay exactly where they are. That way, people who feel more comfortable with bronze and silver difficulty will stay there until they actually feel like going up to gold for the challenge, and not just for the credits.3. People will always want more. If silver would give you 60k, gold should give you 110-120k.
#100
Posté 27 décembre 2012 - 05:49
But seriously..If Biower wants to attract & keep new players they need to offer incentives to keep the new players
The store change I am talking about is making the store more intelligent when it comes to mods, gear, consummables. The store should offer more of the things that we have the least instead of making it totally random.
It makes sense for weapon & character drops to be random & not easy to come by BUT medigels, missile launchers, thermal clips, ops pack, ammo powers, armor mods and weapon amps should be given more intelligently.
Like if someone is low on missile lanuncher & ops pack & goes to the store to get JEP, the JEP should give missile launcher & ops pack more than the other things a JEP offers.
& if someone is low on Warp Ammo IV, so when the store decides that the person should get an Ammo Level IV, make it a Warp Ammo IV.
Biower has stated that the store is in such a way to enable a level playing field. It makes sense for weapons & characters somewhat BUT how on Earth is it a level playing field when you keep giving a player thermal clips when he needs medigel ? How is it a level playing field when a player keeps getting Cryo Ammo IV instead of other Ammo IV when they have like 50 Cryo Ammo IV ? I don't get that logic.
This would make PUGs & new players actually use consummables & not hoard them. & consummable does change the game regardless of player skill.
Modifié par The Sin, 27 décembre 2012 - 06:02 .





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