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Re: This is how much it costs to level up a unit

@iLikeToSnipe21...or... just do the simple grind?

Nobody is saying you have to hit maxed card levels to enjoy the game. I say this from the perspective of a casual gamer, of course. If you're professional, then one would assume that this is just the cost required to run your business.

That said, one thing that Supercell does well is to cater to almost all the demographic of gamers. They have ladder which is level uncapped, then they have events that are level capped. While EA tries to do that with their event capped to leagues, i feel that there is more to be done in that area, like a universal level cap for events. 

In any case, I continue to be cheap, pay what is necessary (if at all), slowly enjoy the journey and casually enjoy my game. 🙂

16 Replies

  • iLikeToSnipe21's avatar
    iLikeToSnipe21
    7 years ago

    Simple grind? I don't know what level you're at, but I'm assuming not very high. It can take several days to train one level 10 unit just once. In the meantime, you're facing units in the level 11-13 range. With the current meta and the strategies I'd like to use, Shock Troopers would be a key unit to have. However, mine are stuck at level 9 due to lack of cards. Meanwhile, my opponents have level 11-12 Shock and Flame Troopers leaving mine completely helpless.

    As for being a professional gamer in Rivals, I don't see any way to make any serious money off of this game; at least right now. Either way, this game is billed as competitive and a test of your skill. Having unit levels that can be gotten around by pouring money and time into the game has nothing to do with skill. Not only that, it is an anti-skill gameplay mechanic.

    It's a shame they've gone this route because the core game is amazing. That's what makes the leveling prices and bundle "deals" so insulting. I would pay $30-$60 for this game to be complete. Any higher is unreasonable due to how the video game market prices games. You can buy fully featured PC RTS games at $60 or less. Why do I need to pay thousands if I want the complete experience from a mobile RTS with no campaign?

    If you look at the big picture of how games are priced and what you get out of them this is complete insanity. Obviously those running this aren't insane, so what could be driving them to set these prices? Again, it's obviously driven by greed.

    I don't say this lightly. I've never accused anybody involved with a game of being greedy before; I don't make toxic, baseless posts like the ones you see around here. But this is the only reasonable explanation for how the game is being run. The leveling system isn't fun at all, it doesn't add any positive value for the player. On top of that, the prices for the microtransactions are completely unreasonable. Their "big holiday deals" are the price of a decent PC game, and that's at a supposed "2.0x value" discount! Is leveling one unit to level 8 really worth two AAA PC games on a normal day? Absolutely not!

    Yeah, I could afford to spend enough on this game where I'd be on par with the higher leveled players. But that's an insane waste of my money and I will not financially support a game driven by greed. It's fun enough that I'll keep playing without paying. But it's wrong to expect to be treated this way just because "I'm a F2P player". I'd pay for this game if I could, but the devs have chosen not to give me that option.

  • RedAshphoenix's avatar
    RedAshphoenix
    7 years ago

    Fair point. But maybe we should focus less about the possible (may or may not be probable) cash grab intent and more about how to solve the problem. 

    If us players are seeing unfair match ups, then maybe there's an issue with the matchmaking that needs addressing by EA.

    TBH, the main issues i'm seeing is

    - people really want to play the game but are strangely getting punished for it as they advance too quickly up the league to be faced with heavy cashers

    - players expect a fair fight all the time but are not getting it. 

    - players expect to hit the same levels as the heavy paying players and are frustrated they are not able to (disconnect in expectations)

    - there is no avenue for players who want to play the game and not be punished for it (in the form of being too high in the league that leads to frustration when met with more leveled opponents)

    @iLikeToSnipe21 outta curiosity, how long ago did you start Rivals?

  • iLikeToSnipe21's avatar
    iLikeToSnipe21
    7 years ago

    I started playing during the beta, started during the middle and rapidly climbed up. Took a break when the matchmaking was really bad.

    I do agree with you on what would alleviate it, but that's only doing so much to make it less of a problem. As long as unit levelling is in the game you're going to have major problems no matter what you do. For example, let's say a brand new unit comes out. Well, I can't play with it until it's levelled up. So I've got to wait weeks or months to use it.

  • WADofFORCE's avatar
    WADofFORCE
    7 years ago

    I don't agree with OP, reason being is regular and rare card you can get free from clanmates.

    The only cost would be coins which after level 11 is quite high.

    So for your math you should only be counting epic cards.

    Then do a coin cost compared to diamonds bet it be higher

  • RedAshphoenix's avatar
    RedAshphoenix
    7 years ago

    @iLikeToSnipe21

    If the introduction of new cards (units) is going to be an issue for you then the execution of this game is just not for you and you might have a better time playing a fixed cost (don't know what the actual term is) PC/ Console game. 

    i'm used to this type of introduction of units in games because most mobile games I play (Clash Royale, Boom Beach) all follow the same format. Is it a potential for developers to earn $$$? Probably. But they do have to earn money some how and there's only that many business models for games. 

    I'm afraid, you're coming into this with the wrong expectation that it's going to be similar to your preferred or past gaming experience. I'm guessing you aren't the only one with such disappointments since CnC IS known to be RTS with no such limitations. But keep in mind, this IS also for mobile and they have to work within the constraints of a mobile platform. 

  • @WADofFORCE

    That's what I figured as well and have been REALLY stingy with my credits. 

    in theory, you get enough credits daily from bounties and crates to purchase a common and rare card from the shop and still make some (at least at my level anyway). I figure (based on prev. expererience with such games) is that the main limiting factor would be the credits. 

    I'm glad that's been partly verified. 

    Epic cards have always been (in most instances) meant more for the players who pay. They're always 'cooler' with different mechanics but it's something us F2P players have to accept and manage with the system. 

  • iLikeToSnipe21's avatar
    iLikeToSnipe21
    7 years ago

    @RedAshphoenix

    My expectation isn't so much the way the game works and you level up units. I do think that's a mistake, but it can be made to be an okay system. As for the rest of the game, I think it's amazing for a mobile RTS. I've enjoyed it far more than I expected and have no complaints on the gameplay itself.

    However, the pricing is absolutely unacceptable. $25 is what I might spend on a fully-fleshed third faction. I would need to buy two of the $19.99 holiday bundles to get a unit up to my level from nothing. So, $40 for a brand new unit when it's "on sale"? No thank you.

    Nobody should ever expect to pay that much for ONE unit. First of all, the actual technical effort required to design it, program it, do the unit animations, voicework, etc cannot possibly justify the prices they set. I work as a software engineer and project manager in an industry rife with overcharging customers for the effort actually put into the software. I can say with certainty that the percentage they're charging you for these bundles is absolutely insane. I would pay $4 at most to get one unit to my level and I'd even hesitate at that.

    What is being charged is not a fair price and goes against the expectations we should have as customers. Again, $59.99 is the average market price for a AAA game. Now compare the effort required to make a unit to making a AAA game. Do you really think it's a $10-$20 difference in effort?

    To recap, the gameplay exceeds all of my expectations. It's quite simply amazing. However, the pricing for the microtransactions is simply insane. Make them reasonable and the leveling of units will be more palatable.

  • BattaIia's avatar
    BattaIia
    Seasoned Ace
    7 years ago
    But there are two sides to that coin.

    Situation: crates are too expensive, and not very beneficial.
    Direct Result: Most players will avoid them.
    In-direct Result: "Pay to win" isn't a common occurrence. Most matches are instead decided by skill and to a more extent account age over money spent.

    Situation: Crates are cheap and have a much higher impact on level
    Direct Result: Sales are high, most players won't mind a level or two for 10 bucks
    in-direct result: Those who want to go free to play are punching bags for the paying elite.

    The game can't be P2W and too expensive at the same time. While I wouldn't mind pitching in 10 bucks a month or so, seems I'll just have to put it in a jar and wait for reasonable deals.
  • no its a pay to win 

    i just seen a post of a guy complaining about his lvl 15 max units and getting cards for those units 

    so he really did P2W on the game it does happen. what needs to happen is that the unit lvls need to go away to balance the field so then it is all about skill 

    the player should be the only thing with a lvl to unlock units 

  • @punishertrd

    You know, the current card system that Rivals is using isn't that new. Hearthstone has it. Clash Royale has it. Heck, even that game Marvel Puzzle Quest has it. If players want to p2w, by all means, go right ahead. No one is disputing the presence of P2W being an advantage. Higher level stacks the cards in your favor. Though there is still some level of skill involved as we've all met that overleveled player that doesn't know what he's doing. 

    But i reckon, your main gripe (and most of the forum) really is the inability to have a game mode within Rivals that allows for leveled play.

    If there's a separate mode within the game that allows for that, and there still exist the league tiers, would that sit better with you?

  • punishertrd's avatar
    punishertrd
    7 years ago

    that would be nice but we all know it wont happen 

    ive been grinding out on this game for a whiiile now im at max player lvl but i have * for units my max is 10 

    i just dont see the "pay off" for a game like this im slowly starting to walk away from it my medal count has stalled out im not going anywhere and grinding for weeks for one unit isnt that much fun 


  • @punishertrd wrote:

    that would be nice but we all know it wont happen 

    ive been grinding out on this game for a whiiile now im at max player lvl but i have * for units my max is 10 

    i just dont see the "pay off" for a game like this im slowly starting to walk away from it my medal count has stalled out im not going anywhere and grinding for weeks for one unit isnt that much fun 


    I can see how that can be frustrating for you. For context, how long did it take to get to your level anyway? I'm curious since i really only started this game a little over a week. 

    The way I'm seeing the game is that it's in its infancy stages. There's still some improvements in the UX beyond the game play. It still seems rather basic compared to other mobile games. I'm hopeful that it'll get better with a strong enough community. 

    Ask me again 3 months later if i still feel the same. 😛

  • iLikeToSnipe21's avatar
    iLikeToSnipe21
    7 years ago

    A separate mode with no levels might be enough to fix the issue honestly. I'm only here because I want a mobile RTS to kill time while I'm out and about or waiting on something. However, if that RTS becomes too frustrating to play then I'm just not going to play it.

  • RedAshphoenix's avatar
    RedAshphoenix
    7 years ago

    @iLikeToSnipe21 wrote:

    A separate mode with no levels might be enough to fix the issue honestly. I'm only here because I want a mobile RTS to kill time while I'm out and about or waiting on something. However, if that RTS becomes too frustrating to play then I'm just not going to play it.


    Agreed. Clash Royale took awhile to find its stride though they did do a good job having a separate game mode that allowed for equal playing field (requires minimal in-game currency) for on-demand playing and then timed events. I still think they've done a good job through the years (i believe its coming to their 3rd year soon. 

    And a game really should have a good level of frustration and satisfaction. Enough frustration to drive you but not to the point of wanting to throw your device across the room lol

  • brucelawati88's avatar
    brucelawati88
    7 years ago

    That’s true but like someone said earlier it gets to nightmare mode as you reach L10... and the journey becomes less enjoyable. No matter how skilled you are you can’t beat you’d 1-3 levels higher anymore.

  • brucelawati88's avatar
    brucelawati88
    7 years ago

    Not fun when the wins/loss per games played starts to lean one way.😐

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