Badge crafting overhaul

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Comments

  • PastePaste Member Posts: 798
    People don't quit the game because of the crafting system. They'll quit because a combination of things, including their real life situation, other games etc. The crafting system may have contributed to some quitting, but I don't think it's one of the big reasons. And the "chance" aspect is what keeps us interested, so giving people a system where the outcome is guaranteed isn't good at all. When you are guaranteed exactly the thing you want you will get it quickly and then lose interest. https://www.pcgamer.com/behind-the-addictive-psychology-and-seductive-art-of-loot-boxes/

    I do think the original suggestion is good though. Don't change any of the current logic. Just use the current logic to show which three possible bonus conditions the condition of the next badge will be drawn from.
    If you want to get better at this game, join Discord and learn badge crafting and much more: https://discord.gg/cDhgv3AJ89
    BurmeliinisFuriousMoldovan
  • SkywithinSkywithin Member Posts: 29
    @Lexia, is there a chance of some dev-love for badge crafting? 
  • AlexKomAlexKom Member Posts: 71
    Paste, I know a lot of players who have quit the game because of the badge and roll system.  They bought kits all the time, but they couldn’t get anything good.  Often, badge bonuses spun in a circle, roll tokens flew away like birds.  )
    Paste
  • BurmeliinisBurmeliinis Member Posts: 1,004
    Now I fully agree and support the idea suggested. However, I don't think most of you realize that it's not that easy to do for NG. They did reveal earlier that the non-randomness of crafting was a surprise to them, so I'm pretty sure the game has no idea what the next badge is going to be. So in order to give this information, they would need to create a whole new module with the crafting map, taking into account type fails, jumps and most importantly badge rerolls, which adds another semi-randomness to this whole thing. 

    So I wouldn't hold my breath. 
    Ingame username: Jubjab
    FuriousMoldovan
  • ArqueueArqueue Member Posts: 223
    edited September 28
    NG has not replied to any queries in this thread since mid-july. i doubt they are going to do anything on badge crafting. nevertheless, we can still hope and suggest ideas 

    during special days, if NG can lower the price of guild gold crates from 400 to 100 gold (to a quarter), why dont they lower the amount of reroll tokens needed to change a badge stat value from 15 to 4 tokens (to about a quarter) during these special days? and subsequent change on same stat will increase the tokens needed by 2

    at least let some of us have the fun of crafting. please make it affordable. just a suggestion. thank you

    @Lexia



  • Killdozer187_Killdozer187_ Member Posts: 514
    Now I fully agree and support the idea suggested. However, I don't think most of you realize that it's not that easy to do for NG. They did reveal earlier that the non-randomness of crafting was a surprise to them, so I'm pretty sure the game has no idea what the next badge is going to be. So in order to give this information, they would need to create a whole new module with the crafting map, taking into account type fails, jumps and most importantly badge rerolls, which adds another semi-randomness to this whole thing. 

    So I wouldn't hold my breath. 
    Eliminate randomness from badge crafting altogether and only give out the highest fixed rate capped % badges +the bonus for everyone and help level the playing field. You will still make money on the reroll positions and bonuses. Ridiculous how much you have to waste or follow some complicated community made flow chart just to get a good freaking legendary badge. Greed, is one of the main reasons why people quit playing the game. 
    PasteADPaq
  • ATLAS-ZATLAS-Z Member Posts: 5,304
    edited September 29
    Charts not that complicated, and I'm down to leave things as they are and reward the efforts of the guys who took the time to gather data, compile data, present data, streamline previously presented data in easy to understand bubblegum charts, and even make instructional videos for the few still scratching their heads.

    Leave it, and it rewards their efforts and rewards the players that they've reached and teached (taught).




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  • FuriousMoldovanFuriousMoldovan Member Posts: 1,373
    Now I fully agree and support the idea suggested. However, I don't think most of you realize that it's not that easy to do for NG. They did reveal earlier that the non-randomness of crafting was a surprise to them, so I'm pretty sure the game has no idea what the next badge is going to be. So in order to give this information, they would need to create a whole new module with the crafting map, taking into account type fails, jumps and most importantly badge rerolls, which adds another semi-randomness to this whole thing. 

    So I wouldn't hold my breath. 
    Eliminate randomness from badge crafting altogether and only give out the highest fixed rate capped % badges +the bonus for everyone and help level the playing field. You will still make money on the reroll positions and bonuses. Ridiculous how much you have to waste or follow some complicated community made flow chart just to get a good freaking legendary badge. Greed, is one of the main reasons why people quit playing the game. 

    While it might be a good idea, we all know too well that NG "fixing" something as complicated as badge crafting will lead to more bugs than fixes and will break existing known system. The statuses updates-patches-fixes-more-bugs cycle fiasco was more than enough for the community.

    Besides badge bonus rerolls are like going to Vegas. Couple of months back I spent around 6k-7k reroll tokens on rerolling "bad" bonuses on my 15-16 best unused badges. Yeah, that's approx 400-500 tokens per badge.
    So that's that.
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  • ghost_pepperghost_pepper Member Posts: 819
    There should be a display showing what the bonus and the odd/even orientation of the next badge will be. These are always guaranteed fixed values. NG only has to display them. NG doesn't need to change anything to the organizational flow of how these results are ordered which is based upon the results of the recipes used. The next badge bonus and orientation is ALWAYS predetermined. It just needs to be visible to each and every player, all the time.

    They currently show the type recipes in a list.
    There is an in game explanation of the %chance of that recipe happening which even the most dense players can figure out increasing rarity of components means increasing %chance with desired recipe.
    Now they just need to show what the next badge will result in with bonus and odd/even orientation.

    Trifecta would be completed. Players can badge craft in the most reasonably simple system possible. Players who get sciencey or players who get spendy, or both, will be able to create better sets. But at least the playing field will be evened out as sensibly as possible @Lexia

    I say this as someone who doesn't actually need the update. I'm happy to explain the system to anyone. Pop over onto the #badges channel on the community discord server.
    FuriousMoldovanNoiseratingSkywithin
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