Why Muliplayer will die without the Ultra Rare Pack
#1
Posté 13 mars 2013 - 12:12
Now, seeing how I have played apx. 100 hours of multiplayer sense release (I am kind of casual and rather busy) and received 3 Ultra rare upgrades, not counting the promo weapons. This is out of 160 potential upgrades. It will take apx 53 times as much time to max my Ultra rares, thus 5,300 hours of gameplay.
That would be 219 days of playing without any sleep, bathroom breaks, eating, or going outside.
Now seeing this, can even you people who believe in Ultra Rares being ultra rare agree that we need a new pack or at least a buff to to drop rate.
What do you think Bioware? BSN?
#2
Posté 13 mars 2013 - 02:07
It seems the OP is speaking from a perspective of a new player or a casual player.
So regardless of whether there is a UR pack that costs 500k a new player or a casual player will never buy this. We would be talking 1-2 weapons vs having 10 weapons/characters/gear.
#3
Posté 13 mars 2013 - 02:20
alan 10 wrote...
@Brian Johnson (Sorry the quote doesn't work on my tablet)
I figure it would be at least a way to try the ultra rare weapons, I mean, I would really like to try a lancer, spitfire, or harrier.
Even for 500,00
This is going to sound slightly cruel but let me postulate something to you under your model the cost of a UR is 333k. Lets say I go with the 10% drop rate in PSP (which I believe people have at least somewhat agreed is the low rate) that makes them worth 1million.
This means you would have 3 times the UR you currently have, and 0 of the rare gear/weapons/characters you currently have (discounting the Promo weapons since you had them before) you would have 9 UR levels instead of 3. That still does not give you a full taste of things that are out there. So even if you did save up, it wouldnt be much value imo.
#4
Posté 13 mars 2013 - 02:35
032OffensiveBias wrote...
I'd still rather pay 1m for a guaranteed UR than extend a 2 month, 8million credit no-ur dry streak of PSPs, APs, and RPs.
Is this something you have experienced or are you going based on what you have heard?
#5
Posté 13 mars 2013 - 08:32
I am going to try and be objective here.
Here is the breakdown (have a feeling this will get mauled by formating so you might have to excuse me while I correct it)
Common
Weapons: 50
Characters: 60
Mods: 65
Gear: 0
Capacity: 0
Uncommon
Weapons: 110
Characters: 30
Mods: 55
Gear: 95
Capacity: 0
Rare
Weapons: 250
Characters: 186
Mods: 85
Gear: 105
Capacity: 16
UltraRare
Weapons: 210
Characters: 12
Mods: 0
Gear: 0
Capacity: 0
To sum it all up
Common unlocks: 175
Uncommon unlocks: 290
Rare unlocks: 642
UltraRare unlocks: 222
Lets say cost for unlock for common is 5k (recruit pack), uncommon is 20k (veteran pack), Rare is 50k (PSP/Arsenal/Reserve divided by 2), and UR I will range between 500k and 1million.
This makes the cost to unlock:
Common: 875k
Uncommon: 5.8mil
Rare: 32.1mil
UR: 111mil - 222mil
This makes the ratio between them
Uncommon:Common: 6.63
Rare:Uncommon: 5.53
UR:Rare: 6.92 - 3.46
These are not unresonable levels of progression
Note: I am aware that you will sometimes get more than this from a pack, and the balance can be thrown off, but this is for a simplicity sake compare. You would also need to essentially minus the Rare cost from the UR pool since the percentages are based on only buying PSP/Arsenal/Reserve. I know that you will say that the Veteran pack has a chance to drop a rare, but ultimately it is not as likely as a PSP/Reserve/Arsenal to drop.
To go to another point:
A UR only pack, you face the issue of what is "resonable", if it was only released for cash (like some have suggested) then people complain it is not fair to those that dont want to spend money. You also have to consider that in that case how many people are going to buy that pack as opposed to other packs (yes selling packs makes us money, it ultimately pays my wages, and allows for future games/products to be made).
If you are going to quote me please put in -snip-
Modifié par Bryan Johnson, 13 mars 2013 - 08:35 .
#6
Posté 13 mars 2013 - 08:43
Dokteur Kill wrote...
Not if rarity correlated with power level, no.Bryan Johnson wrote...
These are not unresonable levels of progression
But let's face it, it doesn't.
If the singular reason you are playing the game is "power level" obviously not everyone agrees on what is the most powerful thing ever.
#7
Posté 13 mars 2013 - 09:05
hitman1798 wrote...
Bryan,
I like your post and reread it a few times now....the one thing I don't think you take in affect is how much level four ammo some players receive. Just look at me, I have rare weapons/mods/gear to unlock and I purchased 3 straight PSP, the other night and I got level 4 ammo in each one.
Also, I still don't have any of the new ultra rare weapons that have just come out and for the Bioware team that helped make the new DLC, I just don't know how you guys can be calm about it. You put all time and effort in making this weapons/mods/gear/characters and some people can't enjoy/experience them. To be honest, I don't want to max out my manifest, but I would like to play with a Lancer or any of the ultra rares weapons I don't have.
I know I haven't spent as much as some since the last DLC has been out, but I have been playing regularly and saved up before/after the DLC. I think at this stage, the game needs a pack where it at least give you a 50/50 chance at an ultra rare.
I am completely aware of how much players get, I do play the game a lot too.
I believe based on my numbers you would receive between 1800 and 3600 level 4 consumables before maxing your manifest.
#8
Posté 13 mars 2013 - 09:08
That is not how probability works, also if you are interested I can tell you, how many credits you have actually spent.032OffensiveBias wrote...
Bryan Johnson wrote...
-snip-
How about those of us have had one or more dry streaks of 3-5-8-12 million credits and no URs? I think for alot of us, URs are worth ALOT more than 1 million dollars, skewing your numbers off by quite a bit
#9
Posté 13 mars 2013 - 10:43
#10
Posté 13 mars 2013 - 11:00
cubaka11 wrote...
a simple question you could answerBryan Johnson wrote...
For the record, I am not going to look up peoples credits spent just for curiosity sake
Is anything going to be done of UR packs or stay the same? Yes or no and reason
We will never discuss drop rates, so even if it was changed there would be really no way of knowing for certain.
#11
Posté 13 mars 2013 - 11:16
animeboy12 wrote...
Urdnot Trex wrote...
Bryan Johnson wrote...
We will never discuss drop rates, so even if it was changed there would be really no way of knowing for certain.
Brojo, I would really like to know what your manifest is at, how much you've spent, and the hours you've put in. That way people can see on a more personal level that a creator of this game expiriences the same things and has to go through the grind as well.
I just unlocked the Harrier today, and have just under 200 hrs put in. I felt like this was a lot and that Harrier has been driving me crazy since release. If I could've unlocked it sooner and started leveling it, I'd be more content with this game the way it stands.
I think what most people beef with the RNG system is not that URs are hard to get, but that so many of them are not signifigantly better than the Rares which ore more readily available.
http://social.biowar...alX&platform=pc
I have spent 75mil
#12
Posté 13 mars 2013 - 11:53
Sn1p3R XxPr0Xx wrote...
i have 620+ hours on Xbox. (A little over 100-120mil spent on my part cumulatively..)2 weeks before reckoning came out, I maxed my manifest. Then I saved up roughly 10 million for reckoning. Of those 100 packs or so, I got SIX ultra rare cards (INCLUDING THE COLLECTOR) and then on top of the 4 new ultra rares, you guys added the promo weapons. 9 ultra rares in two weeks? All I'm asking for is an increase in drop rate. Not a small one. Like a good 5-10% increase. I went from getting atleast 1 ultra rare a day, to between 1-3 ultra rares a week. It's a little ridiculous. Please, for the love of god, increase the drop rate. I'm not asking for an UR pack for 500k. Just an increase, PLEASE.
Well I can certainly tell you nothing changed in the drop rate at that time.
#13
Posté 13 mars 2013 - 11:58
QMITBLKNIGHT wrote...
What character did you solo gold with Bryan? I used the Asari Vanguard!
#14
Posté 14 mars 2013 - 12:37
The Makr wrote...
Here's an Idea Bryan. How about leave the drop rate as is, but increase the likelihood that you will received a level 1 UR before you get a level 2 of anything else. That way folks would at least get most of the level 1 UR's without getting trolled with higher levels of guns they don't care about.
That isnt possible
#15
Posté 14 mars 2013 - 12:58
I cant even discuss why I cant discussCommander Coriander Salamander wrote...
Out of simple curiosity, assuming this is a question you are allowed to answer, what is the motivation behind not discussing the drop rates for packs? From my point of view I don't see how knowing how often they are supposed to drop affects anything other than alleviate confusion among the fans.Bryan Johnson wrote...
We will never discuss drop rates, so even if it was changed there would be really no way of knowing for certain.
I suppose it could lead to some misconceptions among people who don't know how probability works.
EDIT: Added quote I was referencing.
#16
Posté 14 mars 2013 - 01:15
Malanek999 wrote...
Lord Rosario wrote...
Bryan Johnson wrote...
If you are going to quote me please put in -snip-
That is a terrible progression.. To put that in perspective, that means that one UR takes about 20 times as long to get as a single rare. Rares only take 2.5 times as long to get as an uncommon. However, an Uncommon takes nearly 11 times as long as a common by those numbers.
Your math is faulty. I have no idea how you came to that conclusion.
He is basing it on the unit cost per each one, I wouldnt say it is faulty, just a different metric than I used
#17
Posté 14 mars 2013 - 01:25
Also gone for the night





Retour en haut




