millanbel

Too many currencies

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I've said it before, I'll say it again: it's far too confusing having this many currencies. (I include materials in currency) Please merge or remove some of them.

Especially with all this cool alien stuff, I have no idea what I need to build what. So I can imagine what it must be like for a new player.

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42 minutes ago, millanbel said:

I've said it before, I'll say it again: it's far too confusing having this many currencies. (I include materials in currency) Please merge or remove some of them.

Especially with all this cool alien stuff, I have no idea what I need to build what. So I can imagine what it must be like for a new player.

There has to be diversity,dont you think that you take a huge metal block,carve a ship shape out it,shove a rocket in the ship and kick it into space,a spaceship would normally need FAR more resources,as people would be like: How come that ship has more HP than the other ship but they are made out of the same material,but they are the same class?

There still has to be some realism even in this game,take it with a grain of salt tho.

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47 minutes ago, millanbel said:

I've said it before, I'll say it again: it's far too confusing having this many currencies. (I include materials in currency) Please merge or remove some of them.

Especially with all this cool alien stuff, I have no idea what I need to build what. So I can imagine what it must be like for a new player.

There will be more new resources.

There is nothing we can do.

Just get 'em or buy 'em!!

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8 minutes ago, xXThunderFlameXx said:

There has to be diversity,dont you think that you take a huge metal block,carve a ship shape out it,shove a rocket in the ship and kick it into space,a spaceship would normally need FAR more resources,as people would be like: How come that ship has more HP than the other ship but they are made out of the same material,but they are the same class?

There still has to be some realism even in this game,take it with a grain of salt tho.

Well yeah, but some of those materials don't even show up in the workshop, or the wallet. At least the UI needs reworking for these parts then. If their number isn't reduced.

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Just now, millanbel said:

Well yeah, but some of those materials don't even show up in the workshop, or the wallet. At least the UI needs reworking for these parts then. If their number isn't reduced.

SOME,which ones more exactly?

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2 hours ago, xXThunderFlameXx said:

SOME,which ones more exactly?

The ship and module parts for reaper etc. Also mono crystals, the only way to know how many you have is to attempt to make a secret ship part. Makes no sense

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Oh please. Go play Warframe, then tell me that SC has too many currencies.

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8 hours ago, Mecronmancer said:

Oh please. Go play Warframe, then tell me that SC has too many currencies.

Apropiate and direct response to save the day! Mecron is our hero once again :D (you got my thumb)

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9 hours ago, Mecronmancer said:

Oh please. Go play Warframe, then tell me that SC has too many currencies.

Warframe has crafting materials common to almost every item you make. The red flags appeared when you started getting crafting materials that decay over time, then they added in more materials that are needed for one item and are rare as xxxx.

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14 hours ago, millanbel said:

Well yeah, but some of those materials don't even show up in the workshop, or the wallet. At least the UI needs reworking for these parts then. If their number isn't reduced.

Monocrystals show up,also you can see the ship parts count when looking at the ship in the ship tree.

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Is there any way to block people on the forum guys? Some people really don't deserve to have their comments read.

Well I reported the posts for being offtopic. Let's see if the GMs can do anything.

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BTW they didn't add the new prems part to the lucky container.

The biggest problem with such a mechanic is that the currency for other prems is pretty much useless. Because the grind is so huge that you HAVE to focus only on one ship. 


But with this system, you can't farm only for one ship and forget others. You want the phenix? You'll have to get the reaper to,  and mono + neodium. 

You want the kite e? You'll get the ghost too. That may sounds cool, but it also means that for every ship you get, it increase the time of grinding needed. 

 

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2 minutes ago, Swifter43021 said:

BTW they didn't add the new prems part to the lucky container.

The biggest problem with such a mechanic is that the currency for other prems is pretty much useless. Because the grind is so huge that you HAVE to focus only on one ship. 


But with this system, you can't farm only for one ship and forget others. You want the phenix? You'll have to get the reaper to,  and mono + neodium. 

You want the kite e? You'll get the ghost too. That may sounds cool, but it also means that for every ship you get, it increase the time of grinding needed. 

 

 

Very true

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Alright guys, sorry for the delay on acting on this, I had a long sunday. :018:
I cleaned the thread, moderated content and punished the person in appropriate manner. Should this thread keep getting out of hand I will close it.
Also @Tillowaty, you already got 2 accounts banned here. You should stop with that off topic provocative behaviour, no extra account would save you then.


Have a nice day,
OmegaFighter
 

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On 7/10/2016 at 1:14 AM, Mecronmancer said:

Oh please. Go play Warframe, then tell me that SC has too many currencies.

:facepalm:  

On 7/10/2016 at 9:14 AM, Papitas said:

Apropiate and direct response to save the day! Mecron is our hero once again :D (you got my thumb)

:facepalm: :facepalm:

Can't blame people for ragetrolling out, when you two make such comments to be honest.

Why even...

---

Generally, F2P games have a reputation for losing their focus on the economy, as they are often extended over the years, leading to hundreds of meta-currencies.

It's easy to explain the move: you have players who sit on tons of currency A and B, your ingame currencies until now. You want to introduce new assets, and get players back to play, and stuff, without the hamsters of your playerbase to buy everything with A and B. So you introduce currency C, now completely new. Fair for all. Yeah.

If you watch f2p reviews, one of the first quality issues seems to be the currency systems; usually, and historically, games which rapidly extended currency systems, especially f2p titles, died in the same year. This "Currency Madness" is therefore an aspect of interest of critics. Even if it isn't actually the cause of their deaths, because if we are truly honest, the first 10 years of F2P titles were already finished broken products, they tried to rebrand and resell over and over, because WoW was such a big success, and everybody wanted in on the money.

Currencies alone however aren't the question, but how they work - how do you acquire them, and how can you exchange them. Games with trading systems like Neverwinter, e.g. have quite a proud amount of currencies, but you always feel, somehow you can transform A into B. Even Warframe has a trading system for most currencies or items, or even crafting systems for "groups". SC has no such infrastructure.

Generally, people keep a distance from f2p titles with blown up currency systems. And this is knowledge from around 2009, when I was studying game design. It's even more pronounced nowadays. Not that F2P has a good reputation overall anyway, but at least, it isn't like it was 5 years ago.

There are enough f2p titles which keep currencies to a minimum: Dota 2 and Dirty Bomb e.g.

In fact, newly released F2P games usually try to minimize their currencies as much as possible, or try to get as linear as possible in unlocking.

I do not think, this is the only reason for quality however. It is more a sign of "being old". I think, introducing new currencies as temporary "fairness method" is a good call. I think, the problem is, that SC does not have the infrastructure to support the current amount of currencies. You are not able to exchange them, trade them, and many have only one specific purpose, and one specific source of income, often bound to repeating tasks.

Overall, for us, who grew with it, it doesn't pose such a big problem. I do not have a problem with most currencies - personally - but I think, at the same time, SC just does not have the player base and success yet, nor the infrastructure ingame, to support the amount of current currencies, without becoming actually becoming a sign of bad quality. I did have a problem with the non-reimbursement of rank-up rewards however.

So yeah. Millan is right. And the right thing to do, and suggest to the devs, is, to overthink and overhaul the current currency system, integrating everything again into the base, at some point. Or take the "increase of currencies" at least seriously, or build a good infrastructure around the currencies, so they have more purpose than one specific unlock.

 

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3 hours ago, g4borg said:

Currencies alone however aren't the question, but how they work - how do you acquire them, and how can you exchange them. Games with trading systems like Neverwinter, e.g. have quite a proud amount of currencies, but you always feel, somehow you can transform A into B. Even Warframe has a trading system for most currencies or items, or even crafting systems for "groups". SC has no such infrastructure.

You are not able to exchange them, trade them, and many have only one specific purpose, and one specific source of income, often bound to repeating tasks.

I did have a problem with the non-reimbursement of rank-up rewards however.

You are the first one who shows the real problem here. The amount of currencies isnt an issue, not being able to trade them or transform them is.

For the rank up rewards, dont feel jelous, you will only get 6 neodium plates and parts to craft 2 SP ships for reaching R15 in all factions (which takes way more than niri claimed)...the credits and vouchersrun short when purchasing standard ships and upgrading mods.

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  • Merge vouchers so there are only 3 - one for each faction. Raise the cap to compensate.
  • Convert neodium, beryllium, premium ship parts, and live crystals into monocrystals. Make Monocrystal the only manufacturing component for rare anything and add the costs of the other materials to the monocrystal cost. So a T4 Destroyer structure which needs 10 Neodium, 16 Beryllium, and 20 Monocrystal just costs 46 Monocrystal. The Stingray would cost 400 monocrystal. 
  • Then add all the PvP/PvE/Etc. drop rates of the removed 'rare' currencies to the mono drop, so the net gain stays the same.

If we can't get trading (which I still don't think the game necessarily needs due to new player incentives being farmable), at least make the existing currency system less bonkers. Making people play broker missions to get the unobtanium of the month is not sustainable.

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I can say, i finally gave up on the game.

 

The reason was that to aquire a destroyer, i needed Neodium. Farming it in OS got me crazy after some time, so i was happy that i was able to get it by PVP. Buuut in PvP u are forced to fly Rank 8, and for 10 won battles u get 2 Neo. I only needed 4 more plates but that still amounted to 40 Neo that means 400 won battles. I really tried it but after 200 battles in my only full synergy R8 tackler i gave up, its just to boring. Ah yes, and i tried to use my money to buy the one crate that might give Neo, i spend about 30 Mil of Credits and got one Neo, whooo! And the Monos cant be exchanged to Neo. 

and thats just for me, i had lotta Neo from Broker, a player who starts new does not even need to try, since he would need 2600 won R8 battes for one destroyer.

 

 

 

 

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3 minutes ago, theNoob said:

 and thats just for me, i had lotta Neo from Broker, a player who starts new does not even need to try, since he would need 2600 won R8 battes for one destroyer.

New players get tons of gift that alow them to get a dest pretty easily. BUT your right on that point that it take realy long to get a dest(just one)and you didn't motion the requiered ammout of mono as well witch is insane.. i know that dev's make it longer to get a dest because ppl complain about the fact that they keep facing them so what better to reduce the ammout by just make it longer to get, that sad but i guess they did that for more "balance"

still that way too long..

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The funny part is: It's easier to get neo/berry as monos. So I'm totally against Ket suggestion. I already have farmed the archelon(some in my corp the stingay/brokk). Compared to that amount, I don't even had farmed 1/2 monos.
And if you just convert shipparts --> monos as loot, then you would make the Sp ships way to easy to get.

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1 hour ago, Lord_Xenon said:

The funny part is: It's easier to get neo/berry as monos. So I'm totally against Ket suggestion. I already have farmed the archelon(some in my corp the stingay/brokk). Compared to that amount, I don't even had farmed 1/2 monos.
And if you just convert shipparts --> monos as loot, then you would make the Sp ships way to easy to get.

Look at the big picture please. It's not the problem of how easy it is to obtain or not. It's just so complicated. Of course, if they were all converted to monos there would need to be some adjustment to drop rate or number required.

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I looked at the big picture and say it again: NO! I don't want to have again OS nerfed because of this xxxx.
Just to be sure: With 1/2 monos I mean the amount of pieces for archelon/2 = monos received while farming the amount of pieces for archelon.

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14 hours ago, theNoob said:

I can say, i finally gave up on the game.

 

The reason was that to aquire a destroyer, i needed Neodium. Farming it in OS got me crazy after some time, so i was happy that i was able to get it by PVP. Buuut in PvP u are forced to fly Rank 8, and for 10 won battles u get 2 Neo. I only needed 4 more plates but that still amounted to 40 Neo that means 400 won battles. I really tried it but after 200 battles in my only full synergy R8 tackler i gave up, its just to boring. Ah yes, and i tried to use my money to buy the one crate that might give Neo, i spend about 30 Mil of Credits and got one Neo, whooo! And the Monos cant be exchanged to Neo. 

and thats just for me, i had lotta Neo from Broker, a player who starts new does not even need to try, since he would need 2600 won R8 battes for one destroyer.

 

I disagree in many points:

1) You can get impure neodium per PVP/PVE/coop battle. Its easier to get berrillyum (since the drop aint splitted between ship parts), but trust me, you will get more neodium from looting than the container after winning those 10 games.

2) If you have extremately bad luck and receive 0 impure neodium for the 10 won battles, you would take a total of 200 battles considering only the containers. You can increase the drop chance for obtaining neodium/ship parts when adding more fully synergised ships of the proper rank in hangar slots: 4 rank 8 maxed out will increase substantially your drop frecuency.

3) You should be taking no more than 3 games to obtain 1 impure neodium with license. For berry it should be close to 0,8 per game.

4) The 10kk container is awful, only meant for players that literally have nothing to spend credits on.

5) Even it might seem slower, going to OS with spatial scanner is a much better option to get the neodium you need from mysterious containers.

14 hours ago, EndeavSTEEL said:

New players get tons of gift that alow them to get a dest pretty easily. BUT your right on that point that it take realy long to get a dest(just one)and you didn't motion the requiered ammout of mono as well witch is insane.. i know that dev's make it longer to get a dest because ppl complain about the fact that they keep facing them so what better to reduce the ammout by just make it longer to get, that sad but i guess they did that for more "balance"

still that way too long..

now you only get 6 neodium plates from all factions. You still get plenty of ship parts tho.

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Again, you're focusing on a specific comment, rather than the actual suggestion as a whole. There are too many currencies in this game, and I think we can all agree on that. Perhaps they shouldn't all be collapsed into monocrystals. I personally like the idea of one voucher per faction as opposed to two (how many techs vouchers does everybody have?), and also Swifter's suggestion here. That alone would cut the number of resources in this game basically in half.

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