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HonorCode's Cash related Ideas (POLL)

Discussion in 'Suggestions Box' started by timkit, Oct 17, 2019.


What do you think about HonorCode's Cash related ideas?

  1. I would prefer getting past event buffs for a high cash price (IDEA #1)

    0 vote(s)
  2. I would prefer having changes to ways to earn cash and cash earning for all players (IDEA #2)

    0 vote(s)
  3. I would prefer to have a marketplace to buy rare crafting materials for a high cash price (IDEA #3)

    0 vote(s)
  4. I would prefer to have ALL of the above ^^ :D

  5. I would prefer to not have any of those ideas implemented :(

    0 vote(s)
  6. I have a way better/cooler idea than these 3 ideas in my reply below!

    0 vote(s)
  1. timkit

    timkit MG Donor

    EDIT: Mute did the Black Market update and added it into mgftw during December 23rd 2019's changelog. Thanks to everyone who helped out!

    Hey'll, this is a suggestion thread mainly made since HonorCode gave us some ideas on how cash can be reworked or improved upon within mgftw.

    Here's the entirety of the discord chat as of 18th October:

    mlemToday at 1:42 AM
    How cash do you perceive as a lot?

    $10k? $100k? $1m? $10m?

    timkit [™۞]Today at 1:49 AM
    I usually perceive 10 million as a lot of cash

    Akagi [™۞]Today at 1:52 AM
    1m doesn't get much but 10mil does for me

    timkit [™۞]Today at 1:53 AM
    10k as a low level is a lot of cash

    1m as a mid level is a lot of cash

    10m as a high level is a lot ^^

    Akagi [™۞]Today at 1:53 AM
    fair to say it's progressive

    timkit [™۞]Today at 1:53 AM

    mlemToday at 1:55 AM
    It would be interesting to revisit prices and cash gains to make the transition more smooth

    and perhaps add more options to transform cash into meaningfull things

    for example, access to event buffs from the past for a high price

    we will see

    timkit [™۞]Today at 1:56 AM

    Akagi [™۞]Today at 1:56 AM
    hmm i think the problem will only be if low-mid levels doesn't get involved much to full servers then they'll have problems obtaining more cash

    timkit [™۞]Today at 1:56 AM
    that would be interesting, even though we can pay for most event buffs with cupid tokens

    mlemToday at 1:57 AM

    timkit [™۞]Today at 1:57 AM
    as for buff enhancements these days

    in the high 2xx

    they cost a few million cash


    outside of quests

    there isn't a lot of cash earning options

    mlemToday at 1:58 AM
    we are thinking on revamping buffs a little bit, and it seems like a very good opportunity to address and reformulate cash as a currency

    it would be very cool to hear everyone's opinion in this

    after all, we want to build this as a community c:

    timkit [™۞]Today at 1:58 AM
    indeed ^^

    as for cars

    Akagi [™۞]Today at 1:59 AM
    how about those enhancements that require sn materials

    timkit [™۞]Today at 1:59 AM
    I could see them being improved upon a bit

    Akagi [™۞]Today at 1:59 AM
    i always think of it as pretty hard to get

    timkit [™۞]Today at 1:59 AM
    there are only a few maps where you can search for them, and the cash gain given isn't a lot

    plus the jackpot at 1/500 car chance

    Akagi [™۞]Today at 1:59 AM
    drooling over at multi-health dispenser but i need rocks and katanas but most of the time we fail those sns

    timkit [™۞]Today at 1:59 AM
    only gives $3500 - $5000

    mlemToday at 2:00 AM
    there is not a really well defined definition of cash atm

    we need to revisit everything

    and is very hard for us

    MuteToday at 2:00 AM
    the main issue with the cars is their positions have to be defined manually

    mlemToday at 2:00 AM
    as we are not in ntouch with the efforts required to obtain it

    MuteToday at 2:00 AM
    and it only works on static cars

    so we'd have to scour every map for a static car and place it

    timkit [™۞]Today at 2:01 AM
    I see...

    MuteToday at 2:01 AM
    its why i went with the other option and adding cash as findable items, infinitely easier

    since i made an algorithm for world items that works pretty good

    timkit [™۞]Today at 2:01 AM

    MuteToday at 2:01 AM
    occasional items out of bounds but yeah

    mlemToday at 2:01 AM
    hey, what about a marketplace

    timkit [™۞]Today at 2:01 AM
    cash as a findable option certainly helped out low levels a lot

    mlemToday at 2:01 AM
    unique for each person, where you can buy parts on it

    but the items are random and change daily

    with some sort of limit

    I have seen this pattern in other games

    Akagi [™۞]Today at 2:02 AM
    the pile of cash is nice

    timkit [™۞]Today at 2:02 AM

    a marketplace

    Akagi [™۞]Today at 2:02 AM
    good idea

    timkit [™۞]Today at 2:02 AM
    interesting idea

    Akagi [™۞]Today at 2:02 AM
    mostly if it sells the sn materials

    totally not begging for easy enhancements

    mlemToday at 2:03 AM

    so, it could be something like this

    FarmerToday at 2:04 AM
    1 rock for 10m cash(edited)

    mlemToday at 2:04 AM
    Available items for sale today - Katana (1 available) - Thing 2 (2 available) - Thing 3 (1 available)

    but the thing is, you can only purchase them when a requirement is met(edited)

    you must have attempted their specific scenarios at least one

    regardless if it fails

    it will reduce frustration

    and if you fail, and is a lucky day, you could purchase the material anyway with some cash

    my keyboard is failing and eating letter, great

    Akagi [™۞]Today at 2:06 AM
    fair enough

    mlemToday at 2:06 AM
    idk, I think it is a good concept

    timkit [™۞]Today at 2:06 AM
    I see... that's not a bad idea for purchasing rare crafting materials

    mlemToday at 2:06 AM
    it sucks to try for 30 minutes and then fail, and gain nothing for the time wasted

    ZyrahToday at 2:06 AM
    I'm happy with the idea c:

    timkit [™۞]Today at 2:06 AM
    common crafting materials atm, outside of finding

    mlemToday at 2:06 AM
    this presents as an opportunity to feel a small reward at least

    timkit [™۞]Today at 2:06 AM
    can be purchased for 1,500 base price FR-Pills

    perhaps this is worth making a forum thread about ^^

    Akagi [™۞]Today at 2:17 AM

    timkit [™۞]Today at 2:17 AM
    will make 1 after the current scenario finishes ^^

    mlemToday at 2:18 AM
    alright, thanks tim!

    timkit [™۞]Today at 2:18 AM
    no problem

    So... basically

    HonorCode wanted to find ways of improving the cash gain within mgftw, given that the transition from low to mid to high levels in terms of cash requirements could be improved upon better.

    Idea #1: Access to event buffs from the past for a high price.

    This isn't a bad idea. However I'd only see specific types of players buying event buffs using cash if they knew that they couldn't get the event buffs easily (I.e. not having the chance to gain event or scenario related currency). Plus as akagi says the problem is that low-mid levels do not have a lot of ways of gaining cash fast, outside of quests, that is if they don't get involved enough on the mgftw servers.

    Idea #2: Revisit every area and facet of cash and make balance changes to cash earning across all levels.

    In addition to this idea, HonorCode wanted to address and reformulate cash as a currency. This is given since right now, there isn't a very clear definition to the cash currency within mgftw. This means that everything to do with cash will have to be revisited. There isn't really enough effort being put in to obtain cash given with these low-mid levels.

    NOTE: Back in V1.8, mute added in cash as a findable item. Which when compared to searching for cars to loot for cash, is easier to find on the ground, given that he made an algorithm for world items, which appears to work pretty good. There are instances sometimes where orange items get put out of bounds but that's fair enough.

    Idea #3: marketplace

    Unique for each person, you can buy parts on the marketplace, however the items that you see are random and change daily. There would a limit as to how much of the parts you can buy. This pattern has been seen in other popular MMO games such as Final Fantasy XIV and WoWC (World of Warcraft Classic).

    HonorCode stated that the marketplace could be something like this:

    Available items for sale today:

    - Razorblade Katana (x1 available)
    - Part #2 (x2 available)
    - Part #3 (x1 available)

    You can only purchase these parts when a requirement is met, which you must have attempted their specific scenarios at least once. Regardless of a win/fail. This reduces frustration, and if you fail it can still be a lucky day for you, letting you purchase the material using cash.

    He knows how much it sucks to try and do any scenario for 30 minutes, but end up failing it and getting no rare crafting material :(

    At least it represents an opportunity to have the feeling of getting a small reward for your efforts.

    For the market place though, it wouldn't exactly be an easy solution to the crafting materials. Some players themselves have hundreds of millions of cash compared to other players who don't, simply because those rich players use Exp and Cash Boosters to get more cash faster. So as vaka says, best not to make this idea a Pay to win too much.

    As for more of vaka's thoughts on idea #3:

    As for rare crafting material cash prices, they could also be based on the current win rate of said scenario (given that right now out of all daily scenarios, Summit has the lowest win rate and Special Cargo has the highest win rate).

    If the win rate of scenarios is high, then the price for a particular rare crafting material (associated with that high win rate scenario) would be high. If the win rate of scenarios is low however, then the price for a particular rare crafting material (associated with that low win rate scenario) would be low.

    As for rare crafting materials, it could also be made so that you can only buy certain ones like on the days when their scenarios are available to be hosted. So for example you could only be able to buy tempered rocks on fridays, but then on sunday everything becomes available.

    So that's pretty much it for HonorCode's ideas related to cash.

    Let him know in the forum thread or in discord on #pr-discussion if you have any ideas or questions related to this topic!

    The poll is up above as well if you want to vote on HC's ideas.

    Thanks for reading!
    Last edited: Dec 24, 2019
  2. timkit

    timkit MG Donor

    To add on to the above 3 ideas...

    Student Buff should also give cash as well as exp given the current buff effect. You can then make it so that the buff enhancement does the same but is affected by each player rather than needing at least 1 player.

    While this is a minor buff change, it can help those who are looking for more ways to earn cash as well as exp.
    Phuriphat likes this.
  3. Akagi

    Akagi MG Donor

    Regarding Vakarlan's thoughts on price change of rare materials, he edited it with:
    I agree with this bit, and I'd like to add:
    1. If the scenario streak or the overall streak is losing, I think it'd be fair if the price will [randomly] drop within the losing streak, resets regardless of the fate of the next scenario attempt.
    2. ̶I̶f̶ ̶m̶a̶r̶k̶e̶t̶p̶l̶a̶c̶e̶ ̶f̶o̶r̶ ̶r̶a̶r̶e̶ ̶m̶a̶t̶e̶r̶i̶a̶l̶s̶ ̶i̶s̶n̶'̶t̶ ̶v̶e̶r̶y̶ ̶i̶d̶e̶a̶l̶:̶ ̶T̶h̶i̶s̶ ̶i̶s̶ ̶p̶r̶e̶t̶t̶y̶ ̶i̶r̶r̶e̶l̶e̶v̶a̶n̶t̶ ̶t̶o̶ ̶t̶h̶e̶ ̶c̶a̶s̶h̶ ̶t̶o̶p̶i̶c̶ ̶b̶u̶t̶ ̶w̶h̶a̶t̶ ̶i̶f̶ ̶y̶o̶u̶ ̶l̶o̶s̶t̶ ̶a̶ ̶s̶c̶e̶n̶a̶r̶i̶o̶ ̶b̶u̶t̶ ̶i̶t̶ ̶w̶i̶l̶l̶ ̶r̶a̶n̶d̶o̶m̶l̶y̶ ̶(̶w̶i̶t̶h̶ ̶v̶e̶r̶y̶ ̶l̶o̶w̶ ̶c̶h̶a̶n̶c̶e̶)̶ ̶d̶r̶o̶p̶ ̶y̶o̶u̶ ̶t̶h̶e̶ ̶r̶a̶r̶e̶ ̶m̶a̶t̶e̶r̶i̶a̶l̶ ̶b̶u̶t̶ ̶t̶h̶a̶t̶ ̶i̶s̶ ̶o̶n̶l̶y̶ ̶i̶f̶ ̶y̶o̶u̶ ̶m̶a̶n̶a̶g̶e̶d̶ ̶t̶o̶ ̶t̶a̶k̶e̶ ̶s̶o̶m̶e̶ ̶H̶P̶ ̶o̶f̶f̶ ̶t̶h̶e̶ ̶s̶p̶e̶c̶i̶a̶l̶ ̶t̶a̶n̶k̶?̶ ̶L̶o̶o̶k̶s̶ ̶u̶n̶f̶a̶i̶r̶ ̶b̶u̶t̶ ̶s̶o̶r̶t̶ ̶o̶f̶ ̶l̶o̶g̶i̶c̶a̶l̶ ̶w̶h̶e̶n̶ ̶"̶y̶o̶u̶ ̶c̶a̶n̶ ̶p̶i̶c̶k̶ ̶u̶p̶ ̶C̶r̶a̶g̶g̶y̶ ̶T̶a̶n̶k̶'̶s̶ ̶r̶o̶c̶k̶s̶ ̶a̶n̶d̶ ̶r̶u̶n̶ ̶a̶w̶a̶y̶ ̶f̶r̶o̶m̶ ̶t̶h̶e̶ ̶s̶c̶e̶n̶a̶r̶i̶o̶,̶"̶ ̶o̶r̶ ̶t̶o̶ ̶t̶a̶k̶e̶ ̶o̶f̶f̶ ̶s̶o̶m̶e̶ ̶f̶r̶u̶s̶t̶r̶a̶t̶i̶o̶n̶ ̶s̶p̶e̶c̶i̶a̶l̶l̶y̶ ̶w̶h̶i̶l̶e̶ ̶o̶n̶ ̶l̶o̶s̶i̶n̶g̶ ̶s̶t̶r̶e̶a̶k̶.̶ Really terrible on second thought.

    I think Idea 1 and 3 can be merged if we're leaning towards the latter. Buffs can randomly appear in the marketplace. Also more items to pick: some crafting parts aside from the ones obtained from scenarios (e.g. Reinforced Tank Skin, Freezing Container). Still there are requirements, like the OP mentioned, before buying them such as it can be correlated to the daily quests (e.g. Clearing Duty or a new set of daily quests) or for example: Kill 1 Freezing Tank / 3 Ice Tanks = unlock Freezing Container, Kill 5 Tanks = unlock Reinforced Tank Skin.


    As for Idea 2, survey is ideal for inquiring the current state of low-mid level players such as how long it takes to earn their money and buy things. The result of the survey can be based on weekly or monthly for adjusting prices. Maybe returning players (I lack a lot of materials or the cash to buy buffs and their enhancements) like me or regular players with no booster/s can help with finding out the aforementioned pricey items. For adjusting prices, it should be on batches so the admins won't get stressed about it.

    The current state of way of earning money (usually regarding low-mid level players who can't always participate with high level players to earn high rewards from T2 to special tanks) looks pretty poor as far as I know. I don't think there are any optimised solutions for me unless HC puts a lottery function to win things, ha! Seriously, I think the Student/Scholar buff would be sort of enough after buffing it.


    I have no idea what I've written but I'm glad I posted something. Thank you for reading.
    Last edited: Oct 18, 2019
    timkit likes this.
  4. Gonzalo

    Gonzalo MG Donor

    I like this idea of getting scenario and event buffs with cash.
  5. Vakarlan

    Vakarlan MG Donor

    Yeap definitely the price will need to be reseted. It would be a waste of time if the price of the material is too expensive and the general public will not be able to purchase it, it will completely defeats the purpose.

    I purpose not for the second point, people will just lose their minds and shoot the tank at all cost instead of not helping incap, defib or even the simplest task like focusing on tank mechanics. We wanna avoid the potential for that asap as most players have tunnel vision at times, and in a sceno it does get very chaotic.

    I think, we could setup a lottery system? Every week a random player will win a lottery, place 5,000 cash into the lottery to take part in, the price will be x10 the amount of cash put into the lottery fund in total. That would be another fun ass secondary event.
  6. Akagi

    Akagi MG Donor

    Indeed on second thought that #2 addition is terrible. I'll take that back.
  7. timkit

    timkit MG Donor

    I do agree with the 1st point. If we do lose a scenario where the price of a rare crafting material is rather high, at the very least it should get a price drop (per loss until reaching a minimum value) or have the price reset to normal values.

    As for the 2nd point... no. We don't need to have a chance to earn a rare crafting material on a loss. While it may seem nice, it's not the way to go with doing scenarios, especially if players try to lose on purpose and or are just not always doing their best. We should learn from our mistakes when a scenario is lost and go at the scenario again when we can win it with better preperations or a strategy.

    It seems reasonable to at least allow past event buffs to be buyable from the marketplace, alongside the rare crafting materials, I wouldn't mind being able to buy unique rare crafting materials such as the ones from Corrosive Tank and Freezing Tank for a high cash price, as long as the above requirements are met ^^.

    Also as for being able to access the marketplace to buy said items in the first place, for the time being it should only be available to level 201+ players at the moment, mainly because of cash requirements.

    Idea 2 is going to require some thought.

    I had some thoughts on this too as to how we could go about balancing cash requirements for the low to mid level players. First way is to do a upgrade, skill and buff to cash proportional graph to see the differences between level and the cash requirements required for certain upgrades, skills and buffs at a particular level.

    Then you could see the differences and see if there is anything out of the extreme that would mean the transition from a particular level to another level is a big step up, rather than a step up the stairs.

    The second way like with what akagi said is to ask the low-mid level players what their thoughts are in terms of how fast they're getting progress made within mgftw, or in terms of their currency earning with Cash and FR-Pills (Do note that FR-Pills is much less important to a low-mid level until you start requiring them beyond level 180). Everyone is bound to have different thoughts so we could see what the majority of these players say and balance things out in the way that it will cause good quality of life improvements.

    I may even do a guide update for the Usage of Buffs and Buff Sets Guide for statistical purposes if it came down to it. It could help those low-mid level players who are deciding with their hard earned cash and FR-Pills what buffs they would like to go get in case they want to get some good ones that they really want.

    As for the lottery, I could see it possibly returning in the future should HonorCode/Mute find a way to revive it from the dead of mgftw. Since before, it used to exist as a very old feature within older mgftw versions before 2015. It was worth knowing that you could spend something to gamble it away, for a chance to win something really big, or to lose your levels when you lost the gamble. A small price to pay. If it is to return however, I wouldn't expect it to work in the same way.

    Some old PR guides that I found from 2012... if they could ever be useful:
    [PR - GUIDE] The Casino can give you huge rewards if you win!
    [PR - GUIDE] Upgrades, Skills and Buffs market with a |P| tag, are premium items!
    [PR - GUIDE] Is not about being the first arriving the saferoom. Fight together, and you will notice the fun on the game

    I wonder if that |P| tag could be used in the marketplace...

    The videos that these PR-Guides came from:

    Just my thoughts ^^
    Last edited: Oct 18, 2019
  8. Akagi

    Akagi MG Donor

    TBH it was a joke about mentioning the lottery :-D Anyway, I'm thinking about a different lottery: Player should play the whole campaign to get an entry for lottery and by the end of the campaign, there will be a random winner of $/pills. Low-mid level players have higher chances or high level players won't be included in the lottery. Shouldn't be consecutive wins from the lottery, so it has sort of cooldown before winning again. The old lottery wasn't too bad as well, but probably will need some tweaks to it (as if the old one isn't enjoyable already but you get the idea, mute/HC might have new ideas to it).
  9. timkit

    timkit MG Donor

    Leaving Akagi's thoughts here:

    "Regarding the market idea, I've been thinking that rares will be rotated every month. Generally the market should mostly sell the commons and about 1-2 rares. As for the downscaled tanks it seems a decent idea but not sure if the hardcore ones will agree about that The rares could be expensive, but the thread suggested that there should be requirements before you purchase it such as killing this and that"

    let us know what you think

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