Badges bonus
Comments
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Also drop heroes bonuses! Or at least no bonus ones
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...and please remove defensive stance, vigilant, bullet dodge at the same time...
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I had a similar suggestion but for rerolls. I don’t think we want them to change how the existing badge crafting works since we know how to navigate it. If they start changing existing badge crafting, we’ll end up having to figure out a new map which will take weeks or months. If they make badge crafting truly random, then there will be no map and we’ll be in a worse state.
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Much easier. Remove this list and give us guaranteed badges.
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Yikes said:I had a similar suggestion but for rerolls. I don’t think we want them to change how the existing badge crafting works since we know how to navigate it. If they start changing existing badge crafting, we’ll end up having to figure out a new map which will take weeks or months. If they make badge crafting truly random, then there will be no map and we’ll be in a worse state.
The community knows how to respond to such an event. We'd be fine. Don't worry over ng shaking the snow globe.
The real issues with badge crafting are
1) Allow ALL players to anticipate the upcoming badge next to be crafted. It's not fair that players in-the-know have everything mapped out. Allow casuals, new players, and informationally challenged players an even playing field.
2) We want more fragments. There is an imbalance with how many fragments we get compared to how many components we get. Allow us to purchase groups of fragments together in the BM (grey and brown, at same gold rate as green blue and gold are continually reduced by a factor of 5). Because they are so cheap for gold on this scale, lump several fragments together into a bundle.
3) The badges are balanced 64 no bonus, 64 hero, 32 of each of the classes, and the remainder in groupings of 8 for the trait groups in odd and even groupings. Except that there is 1 extra SVD (useless POS group). While on the surface this seems balanced, it isn't. There are only 2 drb odd spots and the remainder of drb are drb even.
Simply put, the trait groups aren't balanced, are out of balance unfavorably, and the new useful traits are missing from the badge crafting map while traits that dropped out of the meta years ago clog the pipes. Pair this with spy taking us into difficulty levels where BADGES DON'T EVEN MATTER (we kill with stuns and fire) and crafting becomes something of a novelty. It's almost dropped out of the meta itself.
SummaryFixing badge crafting is part of rebalancing the game so mele can be played again. A very big part of fixing badge crafting will involve seeing that EVERY trait group, both odd and even in orientation, will be available on the "main cycle". I cannot emphasize this enough. Anything less than this will be a failure on ng's part to the casual players of this game. They cannot afford to alienate anyone else they can trick into spending money. -
If we’re going for a full revamp of badge crafting, then I’d prefer a more deterministic approach where we can craft exactly what we want in terms of slot, type, and bonus condition. Initial stat can be 1%. Players would use components and reroll tokens to slowly level up the badge until it’s golden with perfect stats. The quality of the component and number of reroll tokens would dictate how fast the badge is leveled up. NG should have data on how many components on average a player uses to craft a perfect badge and adjust the cost accordingly. This way, players’ progress is smoother and another aspect of the game does not play like a slot machine. Right now, you can get lucky and craft or reroll the perfect badge on the first try or you can get frustrated and expend a lot of resources and not get what you want. A deterministic way to craft badges with an achievable end result may even encourage those who aren’t willing to shell out money for something akin to gambling to start making purchases.
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How about a system where we know the badge type with random traits, position and set. BUT allow us to upgrade each of the variables at a cost of reroll tokens, for example want an even slot (1 of 3) for 5 reroll tokens, want a specific slot 12 tokens and do this for each variable. This way all can craft any time with random variables or pay the price for exactly what you want, and NG continues to sell rerolls.
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