58 minutes ago, GatoGrande said:
I was using that when it was available. It is useful yes. I wonder why was this removed from the game?
I actually don’t know for sure.
Devs said something about making this game more newbie friendly, so they implemented array of changes including:
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Removing those boosters, since new players could not afford them while maintaining cash to purchase new ships
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Introducing storage limit, so old players could not stockpile monocrystals and other resources that enabled them to buy/make new ships pretty much right after release.
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Various MM changes that are very controversial, but official position is that current system is more newcomers-friendly then old one.
Since i think you want me to elaborate i will
- I dont think those boosters were making much difference at all. Their effect is really impactful under situations, that pretty much nonexistent in our game due low playerbase. Booster effects are noticable when two very equaly skilled players on same ships fighting each other. May be they somewhat usefull when 2 equaly skilled teams are clashing. But when was the last time you saw that? With our playerbase there is hardly a single pair of players, the battle outcome of which will depend on the booster. Same goes for the team battles - usually they are not very close - wins by 10-20 kill advantage or 700 beacon points advantage are very frequent in my experience at least.
If you will look at another example of such boosters - 1st the comes to my mind is premium ammunition in WoT. It gives huges advantage to user, but very expensive to use. It’s also not considered hardcore P2W. The trick is that you can farm it (grind like ship parts), it just costs credits. People would farm for like 5-10 battles, then play with full prem ammo for like 2-3 battles for fun.
I think our devs could do such thing (increase potency of bootsters and their price) - it kinda encourages playing in general, and gives you chance to face any meta-ship (old thar’ga for example) on ship of your choice loaded with boosters (they somewhat did this with green ammo).
So they had a few options regarding what to do with those boosters.
But they decided just to cut it - i dont know if it had any impact on playerbase, doesn’t seems like it at least.
- That, again, punishes loyal players. Punishes players that play a lot in general - since you cannot farm above limit cap. I think that was uncessecary, considering all new ships required brand new parts that you could not obtain before release. Having monos and credits helps ofc, but is it that significant?
Right now system so absurd, that you getting punished for leveling up ships, since new rank bonuses are so powerfull, that even best full mk4-mk5 r15-17 ship are not even close to r6-9 in terms of HP and DMG. And that demotivates any player (both new and old ones) to further level ship tree. So while this seems like giving new players a lot of opportunity, they just will play for 1-2 month on r7 Phobos and then quit cuz this is just boring, and everything ahead in ship tree is worse then Phobos, due rank bonuses right now is the most major factor responsible for ship perfomance, not the crew setup, or module setup.
- Regadring MM changes, i think its clear that removing rank gates solves only one problem - long wait time for battle. Under no circumstance you can call that newcomers friendly - when you throw them into pit with more then 1000 different modules and guns. Even experienced players have difficulties understanding what exactly slows them or blinds them. If i was new player and Zhen would use it’s debuff on me i would blame keyboard for sure.
Are those changes make any difference in the end? I dont know, i honestly dont like any of them, but i also dont share popular view that devs deliberately killing the project.
I guess time should show, and right now it shows litteraly zero dynamics - no players gained, no players lost.