Queen Autocannon - and a suggestion for future workpeices and token silo's

While I really don’t like or encourage this type of monetization in the game . I’m still finding myself curious of what the work piece requires for crafting? I’m not really looking to make one either but though perhaps someone might have the answer for this. This thinking also applies to other cust workpieces too.

Very brief suggestions:
Workpieces if we keep using them should show you within their descriptive panel what items are needed to craft with it. I do think any of these blueprints sold this way should end up on the badge token exchange similar to structure parts. This would close a loophole that antagonizes players.

I think we should also think about retiring some of the other failed token silo’s and just compile them into badge tokens. The rate should be set looking at the amount left in the game with non-tradable amounts being graced in at a standard rate. This would just clear the bored and we could migrate items using them to use Badges instead. I just want the game to do better and that might take a rough transition stage for a few items.

Transitioning this way would at least remove 3 sore points in BP recipes for players i.e. can’t craft item. While not hindering for newer monetization efforts. With the player pool as it is right now the least amount of active players might be disrupted provided they were not hording these items. With propper warning this action could be spread out over the remaining player base.

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dunno but i aint paying 87 dollars to find out. oh wait theres tax to. im not paying 100+ dollars to find out.

or… they can just add the permanent blueprints. just sayin.

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My two cents,

So, whoever is in charge of sales and marketing… (Which I don’t know) Is trying to generate new revenue by this new Queen Legendary Blueprint / Work pieces. Survivors we don’t have to buy it. Ultimately, we are in charge of how we manage our own budget. By not buying into this type of monetization, it gives an indication through analytics. (This won’t prevent new ideas or ways to get funds from players in the future. But we can show preferences.)

Also, you can buy the weapon in the store at 9600 - 10500 coins. It might take time to save coins, but it is possible. Do you really want to spend x4 the standard legendary price for this new item?

While I don’t much care for this new wave of monetization, I’m just glad to be able to play with the cool survivors in game.

Sincerely

-MC-

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11,500 coins on ps5.
im not paying the exact same price for one of these as an athena which is around 12k. no thanks.

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I boycott it, it’s a stupid idea and no mater how good or neat the gun is I can’t get over the fact that it’s a deluxe pack only pay2own bullshit whaleweapon. Luckily it’s not super OP right now but I suspect they’re gonna buff it or something because that’s the kind of scummy bullshit the idiots running this game always do.

A clear indicator on just how bad things are going/have become and I welcome it biting them in the ass in any way if it ever does that. Let the whales take up supporting this game all together, it won’t be eternal and if it drains money out of other peoples pockets for whatever mental condition causes them to support this behavior, then let them be milked dry for all I care.

The gun itself is neat though, it’s a massive shame they butchered such a nice gun into being what it is. Will I be envious of people who own one? Not really, mostly just look at them with slight disdain like they’re below me, even if they got it off the market rather than being a good little paypiggie and oink oinking for the devs with their wallets. It came out pretty solid from the gate (not surprising because they’re trying to get 65 moneys from it out of people) but that also just goes to show just how little they care in general rolling out new parts or balancing guns when it’s not to milk big whale money and doing just a barely good enough job. Another massive L in the entire Queen episode of Crossout

87 dollars here for me. over 100 dollars with tax. no way anyones gonna pay that price… well anyone with brain cells. i already see this gun on the market which means people bought the pack and made it to sell.

why i can´t find any info about the blueprint crafting cost anywhere.
devs want people to buy packs with blueprints but don’t disclose the requirements, or it’s suposed to be a surprise tadahh!!

I am definitely not going to spend real money on the pack to get this gun, but I am interested enough in it to potentially buy it on the market.
While the price is super high right now, we’re also talking about a high energy big gun. It’s effectively the same as three 8 energy guns, or four 6 energy guns, which makes the market price seem more reasonable.

I’m currently just accumulating coins with no clear plan on what to spend them on. While I’ve never spent this much coin on one item before, I’m considering it.

Anyway, none of this really speaks to whether this is a bad or good monetization strategy. I doubt that I’ll ever buy a pack, regardless of how they structure it. I will continue to buy BPs, because they feel like a much better value for my dollar.

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I appreciate your input and insight Poony4u.

The Queen autocannon looks really cool. I am hopping it comes down in price at the market.

Like you I buy some of the BP’s. I just wish they had more structual parts.

Cheers

-MC-

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That’s pretty much what has me curious the most too. It would be nice if they made the workpiece menu gui interface in crafting, show the parts required regardless if you actually owned the workpiece or not. I tried looking in the tech tree for it too and it doesn’t give any info for it either. Which makes me think they never fully implemented linking the two areas together.

Seems fixable but I’d still like them to just tell us the costs prior to fixing it. The same issue seems to effect all the market saleable workpieces. We should probably be also contemplating making all workpieces saleable as well. When you think about the market dynamics when doing this the few that are up seem viable as farming/sale tactic especially if they were exchangeable for badges in general and able to be sold on the market. I also think they would be suitable as prizes and could be phased into the recycling system which needs some care and fixing too.

I have been contemplating putting it in as a issue request. As I’m not sure if that was intentionally left out or not. It could be a simple oversight issue already on their dev fix list.

I would suggest looking at the structural fortifiers more so then a large high energy shiny weapon. Those are usable across multiple builds while the large shiny weapon kind of has to be the focal point of a single build type. Just a hamster’s opinion though on what would get more usage per coin spent.

I’m not opposed to doing that but I do see workpieces as potential feel good rewards too. If I were to list my concerns over them. Item attainability is higher for me than item price (how ever it is calculated craft, playtime grind, or rl cash). I’m fairly happy with their event board challenges (gives something to do each day), more so than the event rewards themselves right now but I think these would be a good inclusion to use in them too. If they went in this direction some of these could periodically show up a few times a year the player would then be able to earn, use, or sell them based on that. Sales should run the full year though allowing for fluctuations in value to occur.

I would hope it comes down too. Not going to lie, I do like big weapons in the game. Even if the standard concern does exist about getting degunned early and just having to run around in the match as a rolling target that can’t fight back.

I actually wish they would expand the CK’s into structural parts to get them to match up a little better too. It would require a lot of 3d work though to go in that direction. There’s a lot of little fun art style questions to be asked if you give this structure piece to x faction what would they use it as or redesign it to be. I think that type of thing would help with the design competitions as well as be useful in house when making bots for missions and such. We also have a ton of these in the game and no way to further them into a theme based build too. I think this type of thing would add some more depth into the reward system too.

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So I’ve only played this game for a year (3 if you count the mobile version) but are work pieces like perm blueprints for weapons, cabs, wheel, etc

In the past, workpieces have only been for one use.
Initially they allowed you to craft BP items using less resources. Now we have workpieces for enhanced versions of old guns, and now this newer use,

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My thought is is we could have a listing of workpieces then the workpiece itself should show up persistently in the GUI interface regardless if you have one or none. It should just sub list itself as a required component. Any of us could then look and see what a workpieces recipe actually requires then. As this is fair to everyone you don’t get any nasty surprises like buying and workpiece and finding you can’t afford the remaining components.

Personally I’d like that portion fixed first even if they don’t address some of the other portions till later. I mostly want the base information available.