HELLDIVERS™ 2

HELLDIVERS™ 2

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This game needs a "MONEY SINK" badly...
The arbitrary level increase to 150 or whatever is laughable....it literally does nothing but make you "feel" like you're progressing when you're not. It's just way too easy to capout on Requisition Slips, Samples and eventually Super Credits. To the point where finding them in the field is plain pointless.

Money Sinks can be god-awful and tedious if employed poorly but they can renew replayability when done properly. The traditional "money sink" is equipment upkeep, like repairing Armor with Gold in fantasy games...but perhaps that might not be suitable for this game.

And it starts to get into "Pay to Win" territory if Super Credits would be involved in money sinks, which pisses a lot of players off, even if its within a COOP game.

Perhaps if there was some sort of Call-In that required Samples. Particular Samples for different types, with Super Samples obviously being required for more devastating Call-Ins. I think samples are the ideal "currency" for money sinks because it makes you want to seek them out more on the battlefield in particular places.

It would be really nice if they expanded on this loot system and implemented even more Sample types, including specific ones that only spawn on Automaton planets and vice versa for Terminid planets(which would incentivize playing both modes).

Rather than just a "drain" on a player like having to pay "sales tax" on certain kinds of ammunition. It would be better to look at it like finding a Super Sample Spire and thinking, "Oh nice, thats a handful of Super Call-Ins", like discovering a powerful weapon on the Battlefield to use for awhile.

PS: I see a lot of people responding with "new kinds of unlocks" but thats not a "money sink". A money sink isn't just "buying new things that are released", because if they're a finite number of something, you WILL eventually collect ALL of them, therefor it's not a "money sink". Buying special ammo or limited call-ins is a "money sink" because you have to keep thoroughly looting to maintain a certain amount of special ammunition or you'll runout of them. It makes whatever resource required to use them FOREVER relevant. Thats the entire point of a money sink.

Perhaps there can be ammo types for such guns like the Auto-Cannon, where you have a base ammo thats absolutely free and costs nothing, but you can switch to "Rare-Sample" ammo where every Mag was a Rare sample you picked up and it enhances the bullets...Giving more splash, more damage or piercing...ETC.
Last edited by KaleidoScopes; Apr 30, 2024 @ 12:53pm
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Showing 1-15 of 81 comments
Pindie Apr 6, 2024 @ 3:46pm 
I am missing regular samples for the high tier unlocks right now because I did not play low levels so I am grinding that out. -_-'
Please take into consideration that most people are not the top 5% who have 200+ hours in the game. I do not have even 100 and am finishing up progression only now, they might add more ship modules and we all hope for that.
KaleidoScopes Apr 6, 2024 @ 3:51pm 
Originally posted by Pindie:
I am missing regular samples for the high tier unlocks right now because I did not play low levels so I am grinding that out. -_-'
Please take into consideration that most people are not the top 5% who have 200+ hours in the game. I do not have even 100 and am finishing up progression only now, they might add more ship modules and we all hope for that.

You will catchup to us, its inevitable. Super Samples are even farmable on particular missions. Theres a very finite amount of unlocks in this game and Money Sinks are a way of giving you a task that doesn't really end, which may seem tedious to some, but to others it's a daily grind that humans subconciously seek.
RedWolfofDeath Apr 6, 2024 @ 3:51pm 
They need to allow caped credits and samples to be used as xp bonuses until they figured out a way to spend said credits and samples since many already have all strategems and completed ships. The problem is, it would be hard to come up with a money sink since you are easily replaceable by another trooper, who looks like you with armor and cape and gun and body type/voice, and are cheaper than keeping you alive. Of course, it could be the clone theory in which the only thing you could do for money sinks is allow helldivers to skip the line to come in when all replacements are used up as a way to skip the timer and come back in immediately. But that would be a credit thing and would have to make sense why divers are able to come in before a timer expires. One can think the timer is there until a new hellpod gets loaded on your ship to drop another trooper onto the field. Not sure on samples yet, but the credits being used to skip the timer would be a decent money sink.
Pindie Apr 6, 2024 @ 3:54pm 
Originally posted by KaleidoScopes:
Originally posted by Pindie:
I am missing regular samples for the high tier unlocks right now because I did not play low levels so I am grinding that out. -_-'
Please take into consideration that most people are not the top 5% who have 200+ hours in the game. I do not have even 100 and am finishing up progression only now, they might add more ship modules and we all hope for that.

You will catchup to us, its inevitable. Super Samples are even farmable on particular missions. Theres a very finite amount of unlocks in this game and Money Sinks are a way of giving you a task that doesn't really end, which may seem tedious to some, but to others it's a daily grind that humans subconciously seek.
I have 10 _regular_ samples but need like 200+. T_T
FallenActual Apr 6, 2024 @ 3:54pm 
Originally posted by KaleidoScopes:
The arbitrary level increase to 150 or whatever is laughable....it literally does nothing but make you "feel" like you're progressing when you're not. It's just way too easy to capout on Requisition Slips, Samples and eventually Super Credits. To the point where finding them in the field is plain pointless.

Money Sinks can be god-awful and tedious if employed poorly but they can renew replayability when done properly. The traditional "money sink" is equipment upkeep, like repairing Armor with Gold in fantasy games...but perhaps that might not be suitable for this game.

And it starts to get into "Pay to Win" territory if Super Credits would be involved in money sinks, which pisses a lot of players off, even if its within a COOP game.

Perhaps if there was some sort of Call-In that required Samples. Particular Samples for different types, with Super Samples obviously being required for more devastating Call-Ins. I think samples are the ideal "currency" for money sinks because it makes you want to seek them out more on the battlefield in particular places.

It would be really nice if they expanded on this loot system and implemented even more Sample types, including specific ones that only spawn on Automaton planets and vice versa for Terminid planets(which would incentivize playing both modes).
My gripe is im level 92 and its about 8 helldive missions to rank up once and they only gets worse per level so to get to 150 it's an insane grind and for what
GustavoM Apr 6, 2024 @ 3:54pm 
Here is my "three second thoughts" ideas;
1- Different capes (themes, colors, etc)
2- Different voicelines
3- Different armors
etc
Tassimo Apr 6, 2024 @ 3:55pm 
I'd be down to trade in super samples for a Hellbomb drop or something cool like that. Maybe spend some of my rare and common samples to refresh a stratagem sooner.
KaleidoScopes Apr 6, 2024 @ 3:56pm 
Originally posted by RedWolfofDeath:
They need to allow caped credits and samples to be used as xp bonuses until they figured out a way to spend said credits and samples since many already have all strategems and completed ships. The problem is, it would be hard to come up with a money sink since you are easily replaceable by another trooper, who looks like you with armor and cape and gun and body type/voice, and are cheaper than keeping you alive. Of course, it could be the clone theory in which the only thing you could do for money sinks is allow helldivers to skip the line to come in when all replacements are used up as a way to skip the timer and come back in immediately. But that would be a credit thing and would have to make sense why divers are able to come in before a timer expires. One can think the timer is there until a new hellpod gets loaded on your ship to drop another trooper onto the field. Not sure on samples yet, but the credits being used to skip the timer would be a decent money sink.

XP bonuses? For levels? But if the unlocks are still tied to levels, then you'll eventually capout on levels ESPECIALLY if theres XP bonuses. And you're back at square one, capped out and looting on planets is pointless. Hence the Money Sink, forever giving you ammunition that you need to stockpile to keep up with the combat.
Slapstick Apr 6, 2024 @ 3:58pm 
No thanks. It's nice getting to a level where I can log in and after a couple of weeks and kick bot without having to grind or be left behind.
Sandyclawz Apr 6, 2024 @ 3:59pm 
Time is Money, so instead just sink your time, farm super credits AND farm missions for liberation progression. Thank you.
KaleidoScopes Apr 6, 2024 @ 3:59pm 
Originally posted by Slapstick:
No thanks. It's nice getting to a level where I can log in and after a couple of weeks and kick bot without having to grind or be left behind.
And if you don't play, you don't burn resources, and therefor don't have to grind to replace them.
Plagen Apr 6, 2024 @ 4:02pm 
The only PROGRESS that I need to see to feel good about this game, is the progress we're making spreading MANAGED DEMOCRACY.
Requisition slips should be able to be spent on "voting" towards community rewards like which side gets the next major order or what the experimental weapons bonus will be for the day. Giving people a voice with the "money" they earn.

Samples should be put towards an R&D module that requires max samples to construct but lets you invest batches of samples into giving you a unique experimental stratagem prototype that works only for a few missions and fits in the 5th stratagem slot as a bonus. It can be strange/underpowered/overpowered things since it's all random and temporary. Grenade supply call-ins that change grenade type, vehicle mines, temicide sprinkler turret, EMP eagle, broken supply drop (gives random gear), surplus hellbombs (chance to not explode with terminal [becomes "dud" bomb you can then shoot] or chance to explode INSTANTLY with terminal) or any other stupid thing you can think of.

Medals are the only thing that would stay at max at that point, and that's needed for warbonds. Maybe a warbond that's infinite that lets you trade in for slips, samples, skins and SC would work. But you can't choose which, you just need to keep feeding it medals.
Last edited by Hand's Hermit Permit; Apr 6, 2024 @ 4:05pm
Maybe just play game for the sake of having fun and not numbers going up?
RedWolfofDeath Apr 6, 2024 @ 4:06pm 
Originally posted by KaleidoScopes:
Originally posted by RedWolfofDeath:
They need to allow caped credits and samples to be used as xp bonuses until they figured out a way to spend said credits and samples since many already have all strategems and completed ships. The problem is, it would be hard to come up with a money sink since you are easily replaceable by another trooper, who looks like you with armor and cape and gun and body type/voice, and are cheaper than keeping you alive. Of course, it could be the clone theory in which the only thing you could do for money sinks is allow helldivers to skip the line to come in when all replacements are used up as a way to skip the timer and come back in immediately. But that would be a credit thing and would have to make sense why divers are able to come in before a timer expires. One can think the timer is there until a new hellpod gets loaded on your ship to drop another trooper onto the field. Not sure on samples yet, but the credits being used to skip the timer would be a decent money sink.

XP bonuses? For levels? But if the unlocks are still tied to levels, then you'll eventually capout on levels ESPECIALLY if theres XP bonuses. And you're back at square one, capped out and looting on planets is pointless. Hence the Money Sink, forever giving you ammunition that you need to stockpile to keep up with the combat.

Well, I mean to the point that you reach 150. As it sits now, the xp you get to level up takes a lot of games just for 1 level. I'm not saying it's a fixed solution, but something for the time being. If you take 1000 credits for 100xp, you would still take a long time to level up and allow you to still get money, while at the same time make it somewhat useful instead of just having a cap on money. The only other solution to caps is allow the player to customize the ship to make it "special". The only thing is, this isn't just your personal ship, but a ship for all Super Earth citizen to use. Unless the clone theory is the correct one, in which case it is yours and all the clones of your ship. But the credits and sample xp bonus is definitely a short time solution until they figure out the next thing. Which might be getting items from warbonds requires a certain amount of credits and samples before you can unlock such item.
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Date Posted: Apr 6, 2024 @ 3:44pm
Posts: 81