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1) faster progression (it's a bit more ambiguous that a flat increase so I can't say the exact number, not off the top of my head at least);
2) some cosmetic items (unique visual models and visual styles for operators);
3) 3 months of "exclusive" early access to the newest batch of operators (after those 3 months they can be bought without using real money).
He also tactfully kept silent about the new "Play to Grind" economy launched in update 18.0.
The newest American collection seemed to be different in a super broken annoying kind of way, but now that I'm playing ranked battles I'd rather face them than that one Kazakh operator with a shield. Which brings me to the next point - up to four operators that are too "broken" or too "meta" can be banned in ranked mode. And if that fails, you can adapt your loadout to try and counter that which is specifically broken about your opponents.
Sure, the game is still not perfect, but I don't think they are done improving it either.
Developers will balance new operatives earlier only if everyone shouts about their incredible power (Shaowei).
WAT? How is this possible, in your opinion, if incomes have declined and prices have risen???
I see a contradiction here.
Or Tibet is a newly released operative and you don't know how to play against him.
At worst you can get the same income as before (relative to new prices) with minimal effort. At best you can earn more than before with slightly more effort than was previously required to reach the soft cap.
But alright, let's go over a handful of the newest operators. We'll use ranked to compare them, since casuals will use anything in unranked.
CST is currently popular in PvP, but they're rare in PvE. They're also the newest, so of course people are going to play them more to see what they can do. And of course no one is going to understand how to counter them for awhile. Sly is crazy strong, but she didn't outright replace operators like Mustang or Aphela.
Jiaolong are almost never seen in PvP, but they're common enough in PvE. Canglong can really cheese some missions, but he isn't a must pick. They were better at release, but were quickly balanced.
AMF just offers up solid optional picks, some in PvP, some in PvE.
Pretty much no one plays SSO RB in either mode.
Arystan has the better shield operator for PvP, but Bastion is better in PvE. Mustang is great, but again, there's also operators like Sly and Aphela.
EZAPAC actually has an operator that was so overwhelmingly busted, that there was no reason to play anything else in either mode when they released, so congrats, we finally found one. Matador's aimbot was so overpowered that it legit felt like hacking. But guess what? They nerfed him soon after, and now he's rarely picked in PvP.
Nesher has Aphela, which again is just an option over operators like Mustang or Sly.
How far back do we need to go in order for your point to stand? And even if we find more examples the further back we go, it's completely irrelevant now that every single operator is purchasable with coins or credits aside for the newest set. Only a few of these operators have been extremely good, or completely busted. Most are just optional picks compared to other operators. Some were and still are just outright bad. Even if you were right, you can just ban operators in ranked.
«New economy allows to progress more in one week with less grind.» — That's a big lie. With the new economy, you spend a lot more time in the game.
I see that you are using the rhetoric of developers and it is true, but only as long as we do not take into account the time spent on the game per day. If we consider the profitability in the old and new economy, the cost of an operative with improvements in the old and new economy is really approximately equal. BUT, for example, if we compare only the old and new daily tasks, it turns out that now the task completion time is multiplied by approximately 9.
10 minutes earlier is now stretched to 90 or more. Every day. Cool?
Only those who have already bought everything speak positively about the new economy.
I cannot, in fact, seriously assert that the income remained the same when the time for obtaining this income was increased. As they say: Time is money.
I hope now you understand why people are asking to change the economy of the game for the better for the players, and why the developers have already made several changes.
I repeat: The new operators are unbalanced and often replace any previous operators.
P.S.
And I will add for those passing by. New operators are Battle Pass operatives who are sold for real money. When these operators are sold for in-game currency, they get heavily nerfed.
By the way, there are not one, but four battle passes in the game (one for each operative). Each can be purchased separately, but all together come with a 15% discount, and buying two with a 10% discount.
I suppose it isn't inconceivable that some playstyle could have been negatively impacted, but that hasn't been my experience. No matter what mode I play, no matter how long I play, regardless of whether I play alone or in a team, I always get either the same rewards as before or more.