I’m a season pass owner…just want to disclose that up-front.
Timing of the marketplace isn’t great, but if the Dev Team assigned to work on it has finished it, might as well implement so people who want the skins and taunts can get them.
I don’t see how things would be better if they waited 6 months to implement something to give us players access to skins and taunts just because of ‘bad timing’.
Second, it’s more than likely that the Dev Team working on the Marketplace is different from the Dev Team working on the Season Pass content. So, I can’t be upset if the Dev Team working on Marketplace finished before the first installment of the Season Pass content. I’m sure that Gearbox is more concerned about getting the first Season Pass content out then most people who picked up the Season Pass.
As to the Marketplace content.
1.) Skins - Good to Have (I don’t know if I’ll pick any up, really depends on whether or not there are any I like)
2.) Taunts - Good to Have (I probably won’t pick any up, unless it’s absolutely killer)
3.) Additional Loadouts - Good to Have However, there has to be a way to earn more load-outs using only IG methods. Giving 9 loadouts considering the number of characters and modes and PVE levels…it’s ridiculous. If they want to allow a person to have an unlimited amount of loadouts that’s fine…just allow the ability to get 20-30 from IG means. (Really should get 1 for each character you have unlocked)
4.) Additional Bank Slots - Good to Have However, it would be nice to get an additional 40-80 from IG means.
5.) Command Rank/Character XP/Credits
This seems to be the biggest contested item that the Marketplace might have. (Especially after the leaked screenshot)
I will break down each one.
Command Rank
I have zero issues with Command Ranks getting boosted. It has zero impact on the game other than letting players unlock characters even quicker. Sure there are packs which are unlocked every 5 levels, but everyone gets the same number of packs as they progress to Rank 100…and due to RNG…there are no guarantees that there will be anything worthwhile in those command packs.
Character XP
I’ve seen people attempt to make the argument that booster Character XP somehow will give a player an advantage over another player. I completely reject those arguments.
Those arguments are based on one simple flawed concept. That two players began playing at exactly the same time and have the exact amount of time put in to both the game and the character.
All three of the above have to be exact, or the whole argument collapses.
If Player A started 2 months ago and Player B started today…Player A doesn’t care if Player B uses character boosters…and Player B won’t have an advantage over Player A if they met in a PvP match.
If Player A started a week ago and Player B started a week ago, and Player A took Orendi to level 12 and Player B took ISIC to level 12, then they both meet in PvP and Player B decides to Play Orendi who has been boosted to Level 6 via boosters…Player A will still have the advantage with Orendi…because Player A put more actual time into the character.
Finally if Player A started a week ago and put in 40 hours and did not use Boosters and Player B started a week ago and put in 5 hours and did use Boosters…Player A will have an advantage over Player B regardless of what characters are selected…because they have put more time into the game.
Character XP - Infinite Progression (Or Lack Thereof)
Finally the biggest reason why Character XP boosters is not a big deal is due to the lack of Infinite Progression.
If playing the same character always provided slight mechanical boosts the more you played…then Character XP boosts would provide an IG advantage. But once you hit level 12 you have maxed out a Character’s Power. A player who plays a character for 1000 hours after hitting Level 12 will have the same mechanical advantage as a player who has put in 0 hours after hitting level 12. Skill level will be vastly different, but mechanical In-Match advantage would be the same.
If this game ever allows for Infinite Progression for the Character…then I would revisit my stance on Character XP boosters.
Credits
By far the booster for Credits has the most solid foundation to cause people to see it providing an In-Match advantage. The ability to purchase more gear packs will give a player more opportunity to find ‘perfect’ gear.
I could go either way on this one, to be honest.
I find that playing PvE gives the best chance to get ‘perfect’ gear.
So if player A put in 100 hours playing PvE and Player B put in 100 hours playing PvP with boosters, I can pretty much guarantee that Player A will have better gear than Player B…simply because they will have obtained a lot more gear both from the mission and credits to purchase packs.
But RNG is RNG…and I think the RNG factor is the main reason I’d be OK with credit boosters.
You could purchase 50 common loot packs and not find that ‘perfect’ common zero-cost item…while another person could purchase 1 and get that item.
Disclosure: If they do allow for Command Rank/Character Rank/Credit boosters…I will personally never spend a penny on them. Command Rank doesn’t matter, getting to Lv 12 for a character is really easy, and due to RNG I get disappointed more often then not…so no point in spending real money for credits.
My Marketplace Preferences
1.) No true In-Match bonuses. Do not allow for quicker In-Match leveling, Market-place Only Gear, Market-Place only mutations, In-Match Health/Damage/Speed buffs, ect.
2.) Allow IG means to purchase Market items. The conversation rate can be awful, but allow for someone to obtain any marketplace item using IG means. (1000 Credits/Platinum, 1 Legendary/1 Platinum, ect.)
3.) Do not allow RNG purchasable items. If you pay for something allow it to be the item you’re purchasing…not some random chance or variable amount. (i.e. you purchase a skin not a chance for the skin OR you purchase a 10% increase to Command Rank XP…not a variable 5%-12% increase)
4.) Create item upgrade modules. Example: You spend 10,000 credits to purchase a Legendary upgrade module. Then convert 30 (pick a number) common items or 10 (pick a number) Epic items into a random legendary which then consumes the module.
I’m personally not a fan of micro-transactions…but I knew it would be a part of this game. Provided that these items don’t provide In-Match bonuses I’ll live with them. I would prefer that there always be an IG means to obtain all the items, and I would like to see the Dev Team put in some creative items for purchase.