i dont think they even need to do this, packs themselves arent P2W.
the problem is that the items from packs are uncraftable, so you straight up cant get them.
if purchasable items were just pay-to-progress, it wouldnt be seen as P2W, but many items are unbalanced and the difference in power between weapon types and rarities is huge.
so they would need to balance everything (like actually balance for once), reduce the comical inflation of prices, make fuses (and any similar mechanics) less P2W, and generally make things (like relics, etc) more accessible.
what happens now is a player joins the game, has a horrible build, plays for a few hundred hours, gets onetapped by overpowered full-fused builds that probably cost many hundreds of dollars altogether and have like 5K more PS, and goes one of the two ways a new player could go: pay a shitton for a usable build, or quit
regardless of gameplay quality, their number 1 priority needs to be getting a lot more longterm players.
and for the record for targem, adding shit like mechs or helis is the opposite of what will achieve that.
same for hovercrafts, theyre cool and funny, yet unfortunately the game has not gotten even 1% more playable.
and also for the record, having a high quality popular game is a lot more profitable and sustainable than juicing a few whales for p2w items.
(at least thats my theory, maybe i underestimate the depravity of the playerbase ?)
I don’t think that would actually work well, a player would have to keep more builds around to access resources. With how build spots are currently managed that can get rather expensive fast. It might be more feasible to do rarity restrictions within match maker but still keep the mode fairly open. i.e. try to fill the match with similar rarity and PS first.
A fair amount of the issues started as they moved into utilizing the BP system and expanded into the Event Passes. The over restriction of item blueprints I think would be one of the largest areas of discontent coming out of this.
As far as P2W and P2A goes this has been around since the start of pack sales. With the pack sales whales at least on PC can buy 6 versions of a pack. It’s not as bad on the consoles from what I understand I think they can only do 3. It use to be less 2 on PC and 1 on console. There is pretty much a purchasable option for everything in the game. This is just compounded by the Item blueprint restrictions.
This I would agree with.
It probably still would be, players like to complain anytime they lose a match.
I don’t think that really hurts but some people just don’t like them.
I think it has a little, packs with parts use to get fed into prestige levels, those all now go to badges which means new players can get advanced parts that they couldn’t before. The scout container at the end of an event pass is not hard to get and is a great way to get some coins at the start. They no longer charge you to open up a workbench before crafting. I’ve mentioned that before if you opened one up you use to pretty much have to grind out and sell 9/10 items to pay out opening it before keeping a part.
This is a big one but hard to do. The DPS vs Burst dmg vs AOE dmg alone can be hard. That’s before getting to the issues in mobility.
They have a little but it’s still dominated by clans. I still don’t have one but I’ve managed to pick up a little uranium that was not available to me before. So I’d say there’s still room for improvement but it’s better then it was. There’s a lower entry point to BFU then there really was for CW.
This to me is a big issue. However if they don’t fix the issue of crafting items get more players is just going to exacerbate the existing crafting issues that come with the item blueprint restrictions.
I do not understand your logic here.
Pack-only items are currently easily obtained on the market, but the better ones often cost too much, because they’ve been made artificially scarce by only being available in packs.
Anyway, my proposal makes them craftable, which should reduce the huge price differences.
As far as pack items being P2W, it’s true that most of them aren’t so powerful, but they are the quickest way to acquire enough coin to buy the P2W build you want, but at a very high price.
My thinking is that if you get rid of the expensive shortcut to a high end build, newer players won’t feel like they need to spend big bucks to compete, and will hopefully stick around longer.
I do not share your belief that balance is the big problem, or that it’s easily fixed. To me, it’s good that some weapons are easy to use and some are tricky to use. Keeps the game interesting, and caters to a wider variety of players.
There are more viable competitive build types now than ever before, so I think we’re going in the right direction overall.
This only matters if we assume that most players craft all their items, and only use the resources they farmed. I don’t think this is true.
How I see it working is that newer players might only play modes that pay out scrap and copper, but they can always sell those resources to get higher tier items or resources.
Most experienced players aren’t going to bother having low PS builds, so they’ll mostly be playing for batteries (or whatever). If they really need some scrap, they’ll either buy it on the market or use badges.
I tend to use my own scrap, plastic and electronics, buy copper, plastic, batteries, wires. Plastic is kind of half and half. It kind of depends on what I’m doing though I’m normally not playing a lot of pvp outside of event brawls which eliminates batteries and wires. I normally do not sell a lot of my resources either unless I’m way over and have already crafted what I want from a BP which doesn’t happen often. I’m not a coinless player though but I don’t think what I’m doing is that uncommon.
Sandbox games don’t normally work like that. If it was a FPS/RPG hybrid I’d agree with you but that actually would take making a game outside of the sandbox.
I used to craft almost everything, but forum members acted like I was crazy to do that. I go through phases now, where either I sell resources as soon as I get them, or I let them pile up and craft things.
It’s hard to tell what the majority of players do without seeing the stats. I definitely don’t think the forum is ever representative of the average player.
Anyway, because I switch back and forth, I feel confident saying it doesn’t really make a huge difference. People will adjust, and I think matchmaker problems and seal clubbing are big enough issues to make it worth considering ways of keeping new players away from veterans.
I don’t like the idea of restricting rarities, because I fear that will interfere in building creativity too much.
I do think that fusing an item should raise its PS somewhat, to reflect the increased power. Maybe a 15% PS bump if the item is fused?
I mean, we have this PS based matchmaking system, and then we’re able to bypass that and get an advantage through fusing. Doesn’t seem consistent to me.
I sometimes buy but it depends on cost to craft estimates. I still generally don’t sell much off though in terms of recourses though. I use to rebalance their amounts sometimes but it was often selling to buy more expensive recourse.
I’m not saying to straight out restricting them as much as when mm flips through que’d players to make a match they might yield priority to similar rarities or similar and lower. For example if I have 4 legendaries and 1 epic, 2 rares and am sitting at 7-8k which is fairly min for something like that it might push another a similar PS build with a more similar grouping of items into that match rather then myself. We are running as far as steam charts go with a 1/3rd of the player base from jan 1 last year. I’m just figuring they might have to make adjustments based on current player base to key MM in better. I know those charts aren’t the absolute given number for player base too just using it as a rough estimate.
I agree with that and have mentioned similar while not giving a figure for it. If it would work or not though depends on how close the matches are. It might make CC and BFU a little more fair as it could remove some top-end builds from competing. I’m not sure if it would help a lot in general pvp though as the matches tend to be off a bit more PS range. I would think it might help a little though especially as Item PS increases across rarity by default. Instead of a percentage a hard number could be used though too instead. That would get rid of the issue of not increasing the ps value by much for items that are nominally low in PS. Similarly they could do static number + percent which would also work without that low ps issue.
I think the RU player base is robust if you go to bed early and wake up early. You get short queue times and tight matchmaking. Maybe the game is only dying in the USA, and they do not have to change a thing.
for gameplay itself, mechs and helis dont hurt, but they ruin the image of the game to people who dont know what the core of crossout is about.
i doubt anyone will want to touch a roblox-looking identityless mess like this, with random helicopter and mech abominations on all the posters.
but of course thats subjective and gameplay quality matters more than this
i think its very easy to fix most balance issues, because they are caused by obvious differences in build types. for example, make relics more in line with other rarities, nerf close range weapons.
most other items are relatively well balanced apart from certain “money-making stunts” that wouldnt be hard to weed out
the fact that nobody will get any relics F2P still remains. uranium has hardly gotten more accessible, and prices of everything else have also gone up, so even if uranium is cheaper, it still cancels out when crafting
and even if they increased uranium rewards by a lot, BFU and CW is still a complete circus because of a lack of balancing and the incomprehensible arbitrary timer that toggles the mode randomly (not to mention BFU gets replaced by CC, and the existence of leviathan CW)
this means P2W items need to get fixed, rather than to remove the source of coins to buy it.
i dont see a reason to take away a players ability to make the horrid financial choice of buying their way to top tier, but top tier needs to be balanced and cannot guarantee a win over lower PS builds (or rather it simply shouldnt play against them)
i implore you to play CW and see how you do against relics and dog builds.
this isnt a matter of diversity, its overpowered meta everywhere.
its barely even gameplay, more like a social experiment to see how far the meta devolves.
another thing that would need to be resolved is targem blatantly pulling money out of peoples pockets by releasing textbook P2W weapons, like raijin or custom elephant.
again, its almost like a social experiment to see how much sheer bullshit the community tolerates (and buys into), and apparently they arent close to crossing the line yet.
If they don’t know what the core of crossout is about how can it ruin it for them? Short answer is it doesn’t, they would have to already have an image in mind for that to happen. The only people really bent out of shape over it image wise are people that had been playing the game already for a while with the idea that it was an alternative Mad Max type of world. Mad Max even had a Gyrocopter in it. As far as mech legs go we already had other types of legs.
I wouldn’t go tossing them all together for every mode but having them together for some modes I don’t think is a big issue.
If you did this DMG to DMG between the types people would quickly complain that cannons and similar burst dmg weapons are too strong. A pair of arbs and an aroura on a photon can output into the 5k+ dmg area in 10 seconds. If you let cannons do that they would 2 shot most builds which would be great for realism but sucky for players fighting against them as they could do that across the map.
If they really wanted to balance everything they have to look at the build as a whole and assess the bonus viability PS it should receive. i.e a cab like photon with fire weapons would be have a higher PS than one without. Same with cannons with reloaders on reloading cabs…
They just had to buff a bunch of them because of poor performance and you want to nerf them again?
Most players don’t have relics even when they pay. They are just too expensive.
Personally I think they need more ways to increase the casual playability of the game. BFU and CW is fairly focus around more seasoned players. Right now the bigger issue is figuring out how to fix player retention.
because the external image of crossout is a nonsensical mess that doesnt convey actual gameplay at all and barely anyone will stick around to play in such a circus of poorly implemented game features.
the continuously decreasing player count expectedly confirms this
i think cannons and machineguns are generally pretty well balanced and dont need much changing
i doubt they had to buff dog builds due to bad performance. tritons and flamethrowers have no counterplay apart from specialized builds or straight p2w
How is that anyone can watch a video or read a description and not see that it is an apocalyptic vehicular combat game. See this is where your running into problems game image and game reputation are two very different things. If you want to talk about the games reputation yes that is pretty bad at the moment. Could the devs do better yes I think so.
I guess you missed the shotgun buff in the last update? Tritons are a special case the entire goblin line has always been problematic. Same with flame based weapons they’ve always been overly strong do to their innate dmg boost.
What features would you implement better and how would you do it?