The State of the Inventory System


Minishogun721  VIP 24 Feb 24 at 1:51pm
#1
Hello,

Getting right to business: Recent changes have made the inventory weapons nigh on useless, to the point where I genuinely wonder why there are even weapons in there.

Durability

The single largest issue affecting inventory weapons. Even the 1000 durability at the start of this update was questionable. Now, at 500 durability, high end weapons are pointless to even make. It discourages experimenting and for new players to try new things. Why bother making cool new weapons when they break within 500 deaths?


The Sniper Scope Nerf

One of the smaller issues, but an issue nonetheless. The recent change to the sniper scope (which was designed to nerf the Dragunov) has completely ruined it on assault rifles. It is nigh on unusable. The existing ACOG scopes are a mere fraction of the zoom provided.

The Market and Credit Nerf

Lastly, and the issue that drove me to make this post, the market and credit nerf. At first the market seemed promising, but the tax cost is a massive burden that makes it pointless to use. Why bother with the market when you can just talk to someone ingame, and avoid the tax totally? And the credit nerf. This is almost as bad as the durability. Credits are now earned at an absolute standstill, both while AFK and on faction jobs. This has made the AFK client totally pointless, and disincentivizes even remaining on the server for the sake of credits. There goes the playercount boost. It also exacerbates previous issues surrounding the market.


To conclude, I am running out of ideas. It's not a priority of development and the past trend of updates is telling me it will only be getting worse. I am writing this to see what other community members think.
TheJC  VIP 24 Feb 24 at 4:25pm
#2
(24 Feb 24 at 1:51pm)Minishogun721 Wrote: Durability

Agreed, too harsh right now.


(24 Feb 24 at 1:51pm)Minishogun721 Wrote: The recent change to the sniper scope (which was designed to nerf the Dragunov)

Wrong, it was for rifles too (specially LMGs).

(24 Feb 24 at 1:51pm)Minishogun721 Wrote: Why bother with the market when you can just talk to someone ingame, and avoid the tax totally?

Yeah 2 players engaging in a conversation is preferable, that's probably why the tax is there. The market is there to address the massive problem of people not being able to, or willing to, trade which completely destroys progression unless you get really lucky with looting.




(24 Feb 24 at 1:51pm)Minishogun721 Wrote: This has made the AFK client totally pointless, and disincentivizes even remaining on the server for the sake of credits.

I know Sentinel was promoting all of this bullshit but could you just play the game when you want to and log off when you don't? I hate logging on to see 20 people online and see 10 playing.
Minishogun721 likes this post
Captain McGee  Member VIP 24 Feb 24 at 4:37pm Edited
#3
Hi! Interesting to see a post like this, since these topics are rarely brought up. I had a large hand in how materials are gained and the crafting recipes themselves, so I can speak to the intentions on the design gearing towards near players using the systems.

As a new player plays the game naturally (kills and capturing points), the system is designed so that they should have enough materials to make 1-2 inventory weapons when they reach the level thresholds of the various inventory weapons. This choice encourages them to experiment and really think about what they decide to create. Upon reaching the higher ranks, they can always decide to use the materials on lower leveled weapons they didn't make, which often times is a more efficient use of their materials. Within 500 deaths, lower leveled players will have progressed significantly and have several weapons of their choice to use. While it can be annoying to farm for materials at the highest levels with durability in mind, it presents a much better alternative to having everything that you want, but only using 1 weapon, with a large excess of materials that sit in your inventory, doing nothing. Outside of the higher level armor, most people would avoid spending any materials before 1000 durability, since their guns would rarely break. The Market gives an outlet for excess credits or materials; if players want to focus on a specific weapon they want to make, they buy materials from the market, and if someone is saving up for perks or attachments, they can sell their excess materials.

"Why bother with the market when you can just talk to someone ingame, and avoid the tax totally?"
Often times, finding players who have exactly what you need is rare. The time you spend trying to find said players could have been better used to farm materials or gain credits via other means. You can avoid the Market tax by trading, which is smart. By all means, if you find people who you can trade with, you SHOULD trade with them to avoid the tax. The Market is an trading option, and shouldn't be the only means of trading. However, in hindsight, the tax on the market seems rather excessive, maybe dropping it by a percent or two will help incentivize selling.

I find that the Market isn't as utilized as often as it should be because materials don't have as many uses as they could (credits as well to a degree). Currently, CWU has a system to give materials to a GM so they can pass out 1-life weapons to fellow Combine. Similar systems can be made a reality to give materials and credits more uses, incentivizing Market growth and making materials/credits have a greater impact to moment to moment gameplay.
Minishogun721  VIP 24 Feb 24 at 4:47pm
#4
(24 Feb 24 at 4:37pm)Captain McGee Wrote: As a new player plays the game naturally (kills and capturing points), the system is designed so that they should have enough materials to make 1-2 inventory weapons when they reach the level thresholds of the various inventory weapons. This choice encourages them to experiment and really think about what they decide to create. Upon reaching the higher ranks, they can always decide to use the materials on lower leveled weapons they didn't make, which often times is a more efficient use of their materials. Within 500 deaths, lower leveled players will have progressed significantly and have several weapons of their choice to use. While it can be annoying to farm for materials at the highest levels with durability in mind, it presents a much better alternative to having everything that you want, but only using 1 weapon, with a large excess of materials that sit in your inventory, doing nothing. Outside of the higher level armor, most people would avoid spending any materials before 1000 durability, since their guns would rarely break. The Market gives an outlet for excess credits or materials; if players want to focus on a specific weapon they want to make, they buy materials from the market, and if someone is saving up for perks or attachments, they can sell their excess materials.

"Why bother with the market when you can just talk to someone ingame, and avoid the tax totally?"
Often times, finding players who have exactly what you need is rare. The time you spend trying to find said players could have been better used to farm materials or gain credits via other means. You can avoid the Market tax by trading, which is smart. By all means, if you find people who you can trade with, you SHOULD trade with them to avoid the tax. The Market is an trading option, and shouldn't be the only means of trading. However, in hindsight, the tax on the market seems rather excessive, maybe dropping it by a percent or two will help incentivize selling.

I find that the Market isn't as utilized as often as it should be because materials don't have as many uses as they could (credits as well to a degree). Currently, CWU has a system to give materials to a GM so they can pass out 1-life weapons to fellow Combine. Similar systems can be made a reality to give materials and credits more uses, incentivizing Market growth and making materials/credits have a greater impact to moment to moment gameplay.

#1: Ask a recruit how many times they died. Chances are, it will be stratospheric. Even skilled players that get on the standard recruit jobs will struggle. With the current resource gain, a recruit will more than likely complete bankrupt themselves by making a new gun then dying in a couple of sessions.

#2: I have never had a problem with ingame trading. It's actually been pretty good as of late, people usually have the materials I need. The market taking so much off the top is insane and nullifies its existence in the first place, especially with trading in place.
Captain McGee  Member VIP 24 Feb 24 at 4:56pm
#6
(24 Feb 24 at 4:47pm)Minishogun721 Wrote: #1: Ask a recruit how many times they died. Chances are, it will be stratospheric. Even skilled players that get on the standard recruit jobs will struggle. With the current resource gain, a recruit will more than likely complete bankrupt themselves by making a new gun then dying in a couple of sessions.

Even for complete noobs, 500 deaths is enough to get 50-100 kills, and quite the number of capture points. That is enough XP and materials to buy several of the lower leveled weapons. Even at a 0.2 to 0.3 KD, new players can get a lot. I have never heard anyone talk about being bankrupt on materials because of KD...

(24 Feb 24 at 4:47pm)Minishogun721 Wrote: #2: I have never had a problem with ingame trading. It's actually been pretty good as of late, people usually have the materials I need. The market taking so much off the top is insane and nullifies its existence in the first place, especially with trading in place.

I agree that the tax should be lowered a bit, but don't discount the convenience of it! You can sell things even while being offline. It's very handy.
Minishogun721  VIP 24 Feb 24 at 4:59pm
#7
(24 Feb 24 at 4:56pm)Captain McGee Wrote:
(24 Feb 24 at 4:47pm)Minishogun721 Wrote: #1: Ask a recruit how many times they died. Chances are, it will be stratospheric. Even skilled players that get on the standard recruit jobs will struggle. With the current resource gain, a recruit will more than likely complete bankrupt themselves by making a new gun then dying in a couple of sessions.

Even for complete noobs, 500 deaths is enough to get 50-100 kills, and quite the number of capture points. That is enough XP and materials to buy several of the lower leveled weapons. Even at a 0.2 to 0.3 KD, new players can get a lot. I have never heard anyone talk about being bankrupt on materials because of KD...

(24 Feb 24 at 4:47pm)Minishogun721 Wrote: #2: I have never had a problem with ingame trading. It's actually been pretty good as of late, people usually have the materials I need. The market taking so much off the top is insane and nullifies its existence in the first place, especially with trading in place.

I agree that the tax should be lowered a bit, but don't discount the convenience of it! You can sell things even while being offline. It's very handy.

Keep in mind that even complete noobs will level up relatively quickly, and the rarer weapons will become "available" quickly. I'm talking about a prospective RF or Union who wants to try out these weapons, then bankrupts themself after dying 500 times.
Captain McGee  Member VIP 24 Feb 24 at 5:42pm
#8
I'm somewhat confused on how this "bankrupts" the individual. I think you would have to intentionally put yourself in the situation that you die 500 times before you can make up the cost of crafting the lower level weapons. If they aren't getting it from kills, they can grab a lot of materials through capturing objectives.
Minishogun721  VIP 24 Feb 24 at 5:46pm
#9
(24 Feb 24 at 5:42pm)Captain McGee Wrote: I'm somewhat confused on how this "bankrupts" the individual. I think you would have to intentionally put yourself in the situation that you die 500 times before you can make up the cost of crafting the lower level weapons. If they aren't getting it from kills, they can grab a lot of materials through capturing objectives.

1. New player
2. New player levels up
3. New player decides to get a fancy gun
4. New player loses it from durability

1-4: Dying a lot

Objective materials aren't enough, and kills resources often aren't available due to positioning
TheJC  VIP 24 Feb 24 at 9:25pm
#10
New players start with 100k and they get 1k per level up, they're loaded
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