Achievements are redeemable once.
We also have a silver order shortage with the most recent update.
What if we rework these two systems and give them more use?
What if you gained a single silver order for, say, every 50 kills with a bolt action rifle?
… every 50 kills with an LMG?
… every 5 captured points?
… every 50 action points/objective attack/defense?
… every 5 vehicles destroyed?
etc.
These will act like milestones and also reward players with silver orders the more they play.
Specific to weapons. Shared progress between all campaigns.
An average player will be able to get a single silver order every other game, while better players can get 1 silver order per match.
Hard achievements like “Sniper Elite” and “Conqueror” will reward you every single time you manage to get the achievement with a lump amount of silvers. Effectively allowing them to be redeemed a number of times.
Whenever I see this type of post asking for more silver orders I always wonder why the Op and the supporters don’t look at BOTH sides of the equation. In other words, why would the Development company implement this change?
The argument used to be “They need to retain F2P players so that the “Whales” have humans to play against”. Well, the game WAS already about 70% PVE considering the AI in each squad. Now with custom lobbies, it seems that many are happy with a pure PVE experience. Where is the value of further rewarding F2P for the Devs?
I just now checked “Custom Lobbies” Only 1 game had more than 2 human players, a handful had 2 humans but the vast majority had a single human….all were “standard” squad mode.
Think of how the Devs could profit more from increasing Silver orders and you might be onto something. The standard refrain of “they need to retain F2P” is not going to cut it anymore. Just facts as I see them.
This is unrealistic, any decent player could get 5x the silver he now gets from Elite Battlepass. Nobody would pay for it anymore.
Also, they want to limit the maximum amount of silver you can get per day, regardless how much you play, so that there is not a too huge difference between hardcore and casual players.
What we could reasonably expect is getting 4-8 silver orders per week (including both weapon and soldier orders)for F2P users.
Because the new player experience is vital to the long-term health and profitability of the game. Veteran players are likely to play less often after they’ve finished progressing, so if the company wants to keep making money on the game, they need new blood. Locking half or all of the early stage grind behind a bare handful of premium orders and a paywall after isn’t going to attract or keep those new players.
The game is marketed as free to play, though. That should mean most of it is accessible for free with enough time invested, free to play models with most of the content locked behind a paywall are deeply unpopular.
Even premium time and BP don’t get you loads more than that. With both, once achievements are complete and you hit 60 in the BP, you can still only get three BP levels a day, quick guess you’d get 7 silver troops and 14 silver weapons orders in a week, reliably, plus a little extra from dailies.
While this game is still technically in beta, there’s a few things they could have done to improve this rollout. Repeatable achievements of some kind is a good idea, but they’d need to be harder than “50 LMG Kills.” They could have added the promised “mulch-reserves-for-bronze” mechanic, better keeping vets happy. They could have kept random bronze orders for troops, but made it so they only reward one random one-star soldier.
As it sits, new F2P players or people that start a new campaign are at such a disadvantage to people who already unlocked everything under the old system that’s there’s not much point in trying, but at least they can farm bots now.
As it currently stands it has the exact opposite effect, casuals get rekt by people with well equipped squads and they have no hope of getting well equipped squads them selfs.
If anything this change punish new players for installing the game as they get constantly killed by people with stuff they realistically will never get.
Most will quit before having a single well equipped squad.
The one of hardest part for a f2p game to accomplish is to get people to spend money on the store for the first time, as it currently stands no body in their right mind is going to play the game enough to spend money in the store. They are going to pick up the game, say to them selfs: oh sadly this is nothing more than another cash grab title, where everything costs real money. Then they will uninstall, and the game will die far sooner than it should have.
Dude the only type of games that can survive by using such tactics are free Facebook games, which die so fast they have to get redone and relabeled all the time.
A few companies do survive by doing cash grab titles, yet non of them tend to grow enough to rival any decent sized real game developer studio.
And of course their employment practices tend to be as low and bad as their cash grabs.
I do have to mention this for posterity, but if people are arguing that this makes it too easy to amass orders, we can always adjust the values to whatever amount they like.
The entire point of this suggestion is to make the achievement section of the game less of a dead fish you can only redeem once, and turn progression into milestone-based rewards instead of solely RNG.