• Paladins players erupt in anger over 'pay-to-win' changes in latest patch
    15 replies, posted
[url]http://www.pcgamer.com/paladins-players-erupt-in-anger-over-pay-to-win-changes-in-latest-beta[/url]
okay can someone explain where these cards became something in games that make no sense because I know paragon did that crap too, where the items you could buy were determined by cards you acquired outside of a match. this is on a tier with lol's rune system except 10x worse because not only do you have to sink money as a new player, but its all gambling too
[QUOTE=chuck14;51866182]okay can someone explain where these cards became something in games that make no sense because I know paragon did that crap too, where the items you could buy were determined by cards you acquired outside of a match. this is on a tier with lol's rune system except 10x worse because not only do you have to sink money as a new player, but its all gambling too[/QUOTE] it's a way of adding variation into the game
Sounds like the Hi-Rez special to me. They do this with basically all of their games.
[QUOTE=Lijitsu;51866219]Sounds like the Hi-Rez special to me. They do this with basically all of their games.[/QUOTE] last i heard smite was okay gameplay wise, i dont think they had any game changing micro transactions. they did turn just about every new skin into an 'exclusive chest exclusive', but i thought gameplay wise they were ok? [QUOTE=GentlemanLexi;51866206]it's a way of adding variation into the game[/QUOTE] ah yes variety [img]http://i.imgur.com/0gjns7Y.png[/img] also known as flat stat upgrades, same as lol's runes. just more money sinks on the wrong side of the spectrum. there's no variety in the system, certain cards are quite obviously ones that you'll need to play at optimal performance.
I can probably see this change take the route of the Focus and Stat buying mechanics from Smite, either removed forever or heavily reworked in future updates. [editline]23rd February 2017[/editline] [QUOTE=chuck14;51866235]last i heard smite was okay gameplay wise, i dont think they had any game changing micro transactions. they did turn just about every new skin into an 'exclusive chest exclusive', but i thought gameplay wise they were ok?[/QUOTE] Gods have always been the only game play changing thing in Smite that you can buy. The grind not being that large and that they always have around 10+ free gods lessens the grinding feel. The god pack also just being a way to just "buy" the game also helps.
the god pack got me spoiled for every other moba i've played. after the god pack, having the grind out characters feels so frustrating.
They've done similar things in their games more or less since Global Agenda. No surprise there.
[QUOTE=chuck14;51866235]last i heard smite was okay gameplay wise, i dont think they had any game changing micro transactions. they did turn just about every new skin into an 'exclusive chest exclusive', but i thought gameplay wise they were ok? ah yes variety [img]http://i.imgur.com/0gjns7Y.png[/img] also known as flat stat upgrades, same as lol's runes. just more money sinks on the wrong side of the spectrum. there's no variety in the system, certain cards are quite obviously ones that you'll need to play at optimal performance.[/QUOTE] uhhh there's nothing inherently wrong with flat stat upgrades. they don't innately stifle builds. to go off your example, the problem with lol's runes is that the ones that are better are [I]much[/I] better, and while riot spent years and years fine-tuning champions and game mechanics, they rarely ever touched those runes. the system isn't flawed from the ground up [editline]23rd February 2017[/editline] anyway, i'm surprised to see this. paladins was really generous with its rewards when it first started (which in a way makes this a bit worse)
One thing that this article didn't mention that really caused a shit storm too was this: [img]http://i.imgur.com/8H6PCpU.png[/img] [img]http://i.imgur.com/unnBXMY.png[/img]
lol a hearthstone comparison. because a notoriously grindy game with fucking god awful progression for F2Players is the standard you want for your model
[QUOTE=chuck14;51866235]last i heard smite was okay gameplay wise, i dont think they had any game changing micro transactions. they did turn just about every new skin into an 'exclusive chest exclusive', but i thought gameplay wise they were ok? ah yes variety [img]http://i.imgur.com/0gjns7Y.png[/img] also known as flat stat upgrades, same as lol's runes. just more money sinks on the wrong side of the spectrum. there's no variety in the system, certain cards are quite obviously ones that you'll need to play at optimal performance.[/QUOTE] That screenshot you posted simply shows the 4 ranks of a single card (also why did you take a screenshot of the one card that hadn't been updated with the 0.44 changes? [url]https://paladins.gamepedia.com/Bomb_King[/url] ). The four ranks are part of the same card, you don't buy each rank. [url]https://paladins.gamepedia.com/Cards[/url] [quote]Champions use cards through loadouts composed of 5 cards. These loadouts can only have cards that amount to a maximum of 12 points. The point cost of each card rank is equal to it's number, from 1 to 4. Loadouts cannot be saved if they exceed the maximum points limit.[/quote] That means that you can't stack 5 Rank IV cards in one loadout. Also it allows for people to have very different builds with mostly the same cards. Also items are a completely separate thing from cards: [url]https://paladins.gamepedia.com/Items[/url] They work pretty much like items in a MOBA: You buy them with credits that you gain during a match and they don't carry over to other matches.
[QUOTE=Zukriuchen;51866295]uhhh there's nothing inherently wrong with flat stat upgrades. they don't innately stifle builds. to go off your example, the problem with lol's runes is that the ones that are better are [I]much[/I] better, and while riot spent years and years fine-tuning champions and game mechanics, they rarely ever touched those runes. the system isn't flawed from the ground up [editline]23rd February 2017[/editline] anyway, i'm surprised to see this. paladins was really generous with its rewards when it first started (which in a way makes this a bit worse)[/QUOTE] the problem with flat stat upgrades is that it makes having the cards that improve your playstyle, necessary for it. the builds themselves aren't inherently stifled, but if i wanted to play a character that revolved around sticky bombs, i better hope for that legendary or someone else who has it will be at a pure statistical advantage to me. it doesn't inspire good gameplay in my opinion.
That dudes entire twitter is awful, its just full of stuff defending this and calling overwatch awful compared to paladins.
[QUOTE=chuck14;51866401]the problem with flat stat upgrades is that it makes having the cards that improve your playstyle, necessary for it. the builds themselves aren't inherently stifled, but if i wanted to play a character that revolved around sticky bombs, i better hope for that legendary or someone else who has it will be at a pure statistical advantage to me. it doesn't inspire good gameplay in my opinion.[/QUOTE] i think you misunderstood the picture you posted. also, it's from the old system which is apparently what has just changed (i've not read up enough on the new system, so i'm not really qualified to talk about it). in that system, the common card IS the legendary card, it just has less levels. they aren't (well, weren't) rarities, they're ranks. 1 point = 1 rank, and you could still fine-tune your champion, even with nothing but the (free) basic cards, by shifting these points around edit: just went in-game, and this has not changed
For people who don't know, every card was the same cost before. Now they basically made better cards more rare which intern made them cost more. It's like instead of nerfing better cards and putting them in line they're celebrating there power compared to the other cards. Anyways, IMO I don't think a card system deserves a place in a fast pace FPS, there are too many drawbacks.
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