Yub Nub! EA Removes Epic Star Cards From Battlefront 2 Loot Crates
The loot wars that started once players got their hands on the Battlefront II beta have finally ended...maybe.
EA and Dice found themselves under fire for their loot crate system in Star Wars: Battlefront II when players got a chance to open a few during the beta phase. EA said it would take a second look at the progression system and, today, they've announced that the game-changing Epic Star Cards are being completely removed from Crates.
The uproar from the beta pushed EA to respond to the backlash, stating that the leveling system would limit the impact of the crate's gameplay influencing contents and they also guaranteed that the best gear would have to be earned via gameplay. After fielding all of the feedback from the beta (and probably some complaints across social media) the company has revealed a four-part plan for launch:
- Epic Star Cards, the highest tier of Star Cards available at launch, have been removed from Crates. To help keep everyone on a level playing field, these Star Cards will primarily be available through crafting, with the exception of special Epic Star Cards available through pre-order, deluxe, and starter packs.
- You'll need to reach a certain rank to craft upgraded Star Cards. You won't be able to buy a bunch of Crates, grind everything up into crafting materials, and immediately use them to get super powerful Star Cards. You can only upgrade the ability to craft higher tier Star Cards by ranking up through playing the game.
- Weapons are locked behind specific milestones. While a select few will be found in Crates, the rest can only be attained by play. Want to unlock a new weapon for your Heavy? Play as a Heavy and you’ll gain access to the class’s new weapons.
- Class-specific gear and items can be unlocked by playing as them. As you progress through your favorite class, you’ll hit milestones granting you class-specific Crates. These will include a mix of Star Cards and Crafting Parts to benefit your class’s development.
The update closes with this statement:
"This system, as well as all of the others, will be continually iterated on and improved. As we first announced at EA Play in June, we’re committed to keeping the community together. All upcoming weapons, maps, heroes, and vehicles introduced in Star Wars Battlefront II’s post-release content will be free so that players can play alongside friends as the world of Star Wars: Battlefront II continues to grow. We know that the magic is in the balance, and we're going to make sure that we continue to make a game that is fun for everyone. "
On paper, this seems like a much more approachable system involving the Loot Crates. There are benefits to purchasing some, but not so overwhelming that it discourages the players that don't. Hopefully, it will all translate when the game launches for PS4, Xbox One, and PC on November 17, 2017.
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Charles Singletary posted a new article, Yub Nub! EA Removes Epic Star Cards From Battlefront 2 Loot Crates
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It isn't a focus on the gunplay, it is a focus on competitive access you are talking about. BF4 balanced over 100 weapons and devices and made them all feel (mostly) unique and interesting. That's serious focus on gunplay.
But, you certainly have a point that by putting more weapons that are not immediately available they put more importance on grinding out content than say grinding MMR in Overwatch.
PUBG has you grind content in other ways. You don't have 100% access to all weapon content for example because you have to find it and that is somewhat random (like a loot crate).-
BF1 was horrible about this. Hey, that guy killed me with this rifle, I think I'd like to try that gun... Wait a minute, I need to play for like a week straight just to be able to use that rifle? Screw that.
PUBG's only barrier is finding it, that's it. They are available for everyone to find, I don't need to play for a week to gain access, I just need to wander the map which is part of the actual game mechanics and really the only unique guns are in the supply crates that are surprise, accessible to everyone in the game. -
BF4 locked those guns behind weeks of grinding or insta-P2W. That’s a focus on monetization, not gunplay. There is a very simple test to determine focus: if I ever get shot by a gun that someone else paid an extra $15 for then the game is focused on the marginal $15 not the gunplay.
Before you argue that you can focus on both, it doesn’t work like that. I've spent 10 years in pricing for companies focused on either monetization or product - there is 0 overlap, it’s completely binary as set by senior management, one is an independent variable and the other is an output.
Granted, there is a limited amount of RNG in PUBG, but you can consistently get a gun you want (even the loot crate guns). And if they add pay to drop a crate (like DayZ?) then I’ll ditch PUBG too.
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