28 Replies Latest reply: Dec 3, 2012 8:23 AM by flobot84 RSS

Why I feel the wildcard system has failed.

Sarnsereg

    Let me start by stating that I liked the idea of the wildcard system. I just don't feel that it was implemented properly. In recent games you had half the perks with pro versions. I understand the need to change this because some perks were too powerful and the majority of players all used the same ones. I like the idea of giving something up for something else. It just doesn't work. and the reason is, at least for me, too many people are dropping too many things. So many people are ditching things that in other games everyone had. Examples of this would be a secondary to shoot down a UAV or chopper. In this game, it seems that most of time these things stay up forever. In all the other games people had to take a secondary so at least someone on your team would probably shoot it down.

   Another problem I have with it is that the wildcard itself takes a slot. So i need to give up TWO things to get ONE more perk. that's not really trading things evenly. And the fact that each attachment takes a slot is also not good. See, I feel that say you want a third attachment on your gun. Why isn't it good enough to JUST give up your secondary for it? Currently you would need to give up a secondary AND a tactical, lethal, or perk to get that third attachment. once again it's just not a good conversion.

   I also miss the "pro" versions of the perks. Sure some of them were overpowered but you could have found ways to split some of them up and also perhaps create some new perks. no i'm stuck looking at wanted 3-4 perks on one tier and knowing that in the other games that if i had access to two of the perks awith their pro version i'd have had all the stuff i wanted. but now that is not the case. I'd also be willing to bet there isn't that much difference in which perks are used. they hae doubled or tripled the number of perks and I'd be willing to bet that the majority of players STILL are using the same ones. They really didn't fix the core problem of some perks are really good and others aren't as good.

   I love the idea of customization. I LOVE it. I want a fully customizable system. It's just obvious to me they didn't fix the problem with the new system, just changed the face of it. I feel the wildcard system could be the way to go if they just make a few tweaks here and there, but overall, it just didn't work.

 

What do you all think?

  • Re: Why I feel the wildcard system has failed.

    Think yourself lucky thats how it went. It was gonna cost 3 points to have a primary weapon equipped.

  • Re: Why I feel the wildcard system has failed.
    Tick7

    If you want to break the conventional rules of the Call of Duty ly create-a-class setup, which is exactly what the Wildcard system lets you do, then yes, you should have to pay a little bit extra in order to do so.

     

    The wildcard system is essentially perfect. Those that aren't comfortable with it, are likely greedy and want everything in a perfect class. Consider this - you never had a perfect class in previous Call of Duty's, so why would you expect to have one now?

  • Re: Why I feel the wildcard system has failed.
    vims1990

    The point of the Pick 10 system is about sacrificing items, perks or weapons you don't want or you're willing to sacrifice

     

    You want more perks? ...are you willing to sacrifice it for launchers or attachments

    You want more attachments?...are you prepared to sacrifice it for perks

     

    and so on....

     

    If you're finding yourself in situations where no one is taking down air support, create a class with a launcher. You have so many custom class slots available to you.

     

    Personally, I have managed to setup my classes enabled with a launcher, a Perk 1 Wildcard and a couple of attachments so I'm sure you can do the same with your setups.

    • Re: Why I feel the wildcard system has failed.
      Tick7

      Good post.

       

      The sacrificing element, for me, is what makes the pick 10 system so enjoyable. Knowing that I have to constantly sacrifice something, but the benefit is me getting something that I really want, is cool.

       

      Being able to have EVERYTHING you wanted without sacrifice, would present no challenge to create a class, and likely a bunch of super overpowered load outs that would ruin the game.

      • Re: Why I feel the wildcard system has failed.
        vims1990

        Tick7 wrote:

         

        Good post.

         

        The sacrificing element, for me, is what makes the pick 10 system so enjoyable. Knowing that I have to constantly sacrifice something, but the benefit is me getting something that I really want, is cool.

         

        Being able to have EVERYTHING you wanted without sacrifice, would present no challenge to create a class, and likely a bunch of super overpowered load outs that would ruin the game.

         

        Exactly. I enjoy the Pick 10 system as well.

         

        It adds more variety and flavor into the gameplay. I've witnessed players come up with some wacky setups and still do well with it.

         

        In previous CODs, it was about finding & abusing the most cheesiest setups for some players. In BO2, I like the fact that I'm allowed to break the rules and have more perks but in return, I'm losing out on having grenades, a secondary weapon or an attachment.

         

        Essentially, it's the sacrifice which is what makes the game a bit more challenging and enjoyable.

  • Re: Why I feel the wildcard system has failed.
    brsox

    I also feel like they failed at properly balancing the wildcard system. I think it was a good idea in theory but in the end, it just doesnt work. It is so easy to equip a strong campy loadout but hard to equip a good agressive loadout.

     

    I like running around with shotguns and I find it frustrating to need more than I can equip to counter the slow, campy, headglitching, shock charging, stunning, full auto spray and pray legends on the other team. Treyarch once again failed at balancing playstyle opportunities.

  • Re: Why I feel the wildcard system has failed.
    nicedrewishfela

    I couldn't disagree more.

     

    From my experience, each perk actually does something this time around. You have to decide what you need as a player in order to be successful and how much you are willing to give up to get it.

     

    What I really love in this game is the fact that you can have success without perks. Surprised myself when working on Art of War at how well I did without any perks at all.

     

    The system, to me, is perfect. I don't think there is any OP setup anymore, because no matter how you set up, you are always going to be lacking something.


    For example, I hate getting killed by scorestreaks, so Blind Eye is on all of my classes. Because of the UAV excess, I have been using Tier One Greed and running Ghost on a few classes as well. I have been using Cold Blooded to stay off targeting systems, but have lately even had to sacrifice that as I find other things I want.

     

    The Wildcards work the way they should. I am enjoying the challenge of trying to find the right combinations, and the right setups for what I am trying to accomplish. They allow you to do things you couldn't do before in previous titles, thus they break rules, thus they cost a point. Without that, you run the risk of some setups just being too powerful.

     

    The only thing I miss about the "Pro Perks" is the challenge in trying to unlock them. I find the perks very useful in this game. Dexterity is amazing and when I don't use it.. I feel it. Climbing or mantling feels painfully slow. Engineer is brilliant, my all time favorite perk Hacker x10. Being a sound cue guy, I like Awareness as well, and sometimes combining that with DS really helps enhance that.

     

    I like the system and feel like it is working fine. The only tweak I would like to see in future titles is to include Scorestreaks by having 3 dedicated slots for scorestreaks and a wildcard which allows you to forego streaks in favor of 2 extra CaC slots.

    • Re: Why I feel the wildcard system has failed.

      Apart from a few perks I agree. The awareness perk is underpowered needs beefed up imo hard wired is also a very weak perk but other than that i agree!

    • Re: Why I feel the wildcard system has failed.
      MrJDubbs11

      I agree.

       

      I really would have liked to see streaks by class (pick 13).  That way we could choose not to take streaks and pick and extra perk, equipment or attachment. 

       

      I would also like a 4th attachment.  Given that I need to use the stock if I want to use ghost so I can ADS with my AR I feel that an extra attachment is in order.

       

      I should not need to use 6 points just to make 1 underpowered perk somewhat work. 

    • Re: Why I feel the wildcard system has failed.
      flobot84

      Good post. I see where you are coming from, but in my experience I literally cannot do a thing without Ghost right now. Doing art of war is giving me nighmares!

       

      My game simply follows the pattern of 'be advised - hostile uAV...', die in my next encounter - rinse and repeat.

       

      My lag is so bad that I can't win a gunfight when an enemy knows 'roughly' where I am, sad but true. The only time I get a game that I feel is respectable is when I'm able to flank with Ghost and play sneaky.

       

      The uAV spamming contributes to this, but I've never found this problem in previous games - in fact enemy uAV's simply meant more kills for me as people came looking.

       

       

      I may change my opinion if my lag problems are ever fixed, I'm sure they are the cause of most of my complaints.

  • Re: Why I feel the wildcard system has failed.
    Ss78_

    TBH the pick 10 is one of my favourite changes. It seems balanced enough to me but it'll depend what game mode you play and what style of play you run with, what you pick. The only thing that can get in your way of choices is how the enemy players pick theirs.

     

    You can pick 4 perks and a gun with 2 attachments and a lethal and tactical, more than enough. You want a secondary then lose an attachment.

  • Re: Why I feel the wildcard system has failed.

    Lets go with a system where what you want is true.

     

    Primary, two attachments, perk 1, 2 and 3, perk 3 greed 1 greed and primary gunfighter and a secondary.

     

    You don't think this is somehow overpowered? or a knife class running around with 6 perks, 1 lethal and two tactical grenades? Its balancing it out, it would be idiotic to allow people to run around with 3 attachments, 6 perks and still have a secondary weapon or grenades in one form or another.

     

    It does suck yeah but that's just people getting used to the changes, there are still a very LARGE amount of customization available in this current system and I still feel like I need more classes and I have 9 so far, I love it and it's interesting finding the right combination of things for what I desire, It also allows me to make all kinds of crazy and silly classes, the one thing I do wish is that I could have a Crossbow and Ballistic knives together so I can run around with a makeshift "sticks and stones" class, but they are both secondary weapons =(.

  • Re: Why I feel the wildcard system has failed.

    I would add re: the lack of a secondary to shoot things down- my wife was always the "anti-aircraft," person on our teams as she's a supportive player by nature. She's found in BO2 that there are just too many UAV's out there and the maps are just too small to get clean lock-on shots without getting killed or being very useful as a thing to do.

    • Re: Why I feel the wildcard system has failed.

      My Anti-Air class consists of MTAR with a Silencer, Ghost, Blind Eye, Cold Blooded, Engineer, FHJ-AA and two Black Hats.

       

      I love it <3, also I only have trouble finding UAV's on a couple of maps but that's due to where you spawn, it once spawned me on Overflow in the far corner surrounded by alleys... I was like "wtf is this", but I did get it eventually.

  • Re: Why I feel the wildcard system has failed.

    The pick 10 system is great. Just plain great.

     

    It force the player to adapt to the lobby he is playing with, and to change class mid-game.

     

    My create-a-class slot all serve a different strategic purpose.

     

    If i get into a lobby and get killed by claymore, betty, shockcharge,  i equip a class with engineerand a black hat. That will teach them .

    If those are not really used that time around, I'll be happy to use my class with dexterity instead.

     

    If its raining grenades, a class with flak jacket. No one is using grenades? Hardline then!

    lots of UAV? a class with lauchers.

    Way too much uav? My class with ghost/lightweight/dexterity/extremeconditioning and a SMG with a silencer

     

    LMG'S with target finders are mowing me down? my sneaky cold blooded class!

     

    The opposing team have the habit of sticking together? I make sure to have a weapon with either fast mag or extended mag, to do double or triple kills.

     

    Observe, adapt, readapt.

  • Re: Why I feel the wildcard system has failed.
    kweinger

    The only reason I even like this game is due to the 10 point / wild card system. A lot of people carry launchers, idk what game you're playing. And of course the wild card has to take a point, otherwise you could have 6 perks and a primary with 3 attachments, lol. The wild card allows you to "beat the system" and have extra things that you like.

  • Re: Why I feel the wildcard system has failed.
    wikked75

    i absolutely agree with you. why should i have to "sacrifice" anything to get a third attachment. it still costs a point, so "sacrificing" is still in play if people want to go that route. why shouldn't people have to "sacrifice" to pick an extra tactical? the black hat is one of the most versatile pieces of equipment out there, and you can have two of them, no "sacrificing" involved.

     

    no, it really should be throw all the slots out, give me ten points, and let me pick what i want. people will call overpowered, or whatever, but it really isn't. there will be some attachments you obviously can't choose due to conflicts with the other attachments, still... and there are a ton of useless perks, anyways. just my opinion. and if they never change it, i still like it better than previous games, although i would like to see pro versions of perks back.

  • Re: Why I feel the wildcard system has failed.
    Swaggin412

    i agree with the OP. i think it's stupid that i cant give up a secondary for a 3rd primary attachment and you pretty much have to give up 2 times for 1.

  • Re: Why I feel the wildcard system has failed.

    What matters is balance. The system delivers a fully customizable interface while maintaining that no players get extra benefits than the other. It is up to the player in deciding what perk to remove or use, etc. It gives the players a chance to be creative. Many people (and on a daily basis, might I add) complain about aspects of the game being unbalanced. However, this aspect is balanced and, while not perfect, is pretty damn close.

  • Re: Why I feel the wildcard system has failed.
    kustom shoota

    OP doesn't seem to understand that Ghost/Flak Jacket is greater in overall value than 1 concussion grenade.  This thread is DONEZO.

     

    OP doesn't seem to understand that laser sight (steady aim) on a weapon is greater in overall value than 1 concussion grenade.  This thread should be LOCKED.

     

    OP doesn't seem to understand that Treyarch obviously understands that each individual item has a different relative value to an overall class.  Treyarch obviously understands that when a wildcard is used, the wildcards more often then not are adding a coveted piece to a class that circumvents COD's own historical class structure which in turn plays to any given player's strength, meaning a player gets to get rid of anything they want to maximize their personal killing ability.  There has to be a sacrifice involved for a player to now have a freedom to circumvent the historical class structure. 

     

    This argument is like saying ALL killstreaks are killstreaks therefore they should all equal the same number of points to get.  If you really think its fair to drop a concussion grenade for steady aim/ghost/flak jacket then you REALLY don't understand COD.

  • Re: Why I feel the wildcard system has failed.
    adw1983

    The only change needed to pick 10:

    Flashbangs, shock sticks, sensor grenades and stun grenades should have been 2x for 1 point.

    EMP, Black Hat, Smoke Grenade and Trophy System could remain a one.

    Then there should not have been two base slots for the special grenades without the wildcard.

    The wildcard should allow you to stack: Two smoke grenades, two black hats et cetera.

     

    I truly LOVE the system.

     

    Even though it's hard to decide how to best make sacrifices to achieve your goals.

    • Re: Why I feel the wildcard system has failed.
      SphinxTalkin

      Pick ten system was a great idea, that was poorly implemented. Lets break down previous cod titles for their "points".

       

      Primary with 2 attachments=3

      secondary one attachment=2

      one lethal, two taticals=3

      3perks with pro versions=6

       

      thats 4more things, plus you could use specialist and trade scorestreaks for perks, which was an amazing thing for players that were good.

       

      The only thing BO2 did right in my opinion is reward players for playing the objectives more and eliminating death streaks. Other then that they went completly backwards in developing a better game.

  • Re: Why I feel the wildcard system has failed.
    starbuckfrack

    Sarnsereg wrote:

     

        Let me start by stating that I liked the idea of the wildcard system. I just don't feel that it was implemented properly. In recent games you had half the perks with pro versions. I understand the need to change this because some perks were too powerful and the majority of players all used the same ones. I like the idea of giving something up for something else. It just doesn't work. and the reason is, at least for me, too many people are dropping too many things. So many people are ditching things that in other games everyone had. Examples of this would be a secondary to shoot down a UAV or chopper. In this game, it seems that most of time these things stay up forever. In all the other games people had to take a secondary so at least someone on your team would probably shoot it down.

       Another problem I have with it is that the wildcard itself takes a slot. So i need to give up TWO things to get ONE more perk. that's not really trading things evenly. And the fact that each attachment takes a slot is also not good. See, I feel that say you want a third attachment on your gun. Why isn't it good enough to JUST give up your secondary for it? Currently you would need to give up a secondary AND a tactical, lethal, or perk to get that third attachment. once again it's just not a good conversion.

       I also miss the "pro" versions of the perks. Sure some of them were overpowered but you could have found ways to split some of them up and also perhaps create some new perks. no i'm stuck looking at wanted 3-4 perks on one tier and knowing that in the other games that if i had access to two of the perks awith their pro version i'd have had all the stuff i wanted. but now that is not the case. I'd also be willing to bet there isn't that much difference in which perks are used. they hae doubled or tripled the number of perks and I'd be willing to bet that the majority of players STILL are using the same ones. They really didn't fix the core problem of some perks are really good and others aren't as good.

       I love the idea of customization. I LOVE it. I want a fully customizable system. It's just obvious to me they didn't fix the problem with the new system, just changed the face of it. I feel the wildcard system could be the way to go if they just make a few tweaks here and there, but overall, it just didn't work.

     

    What do you all think?

    You know not many people have a well worded first post. Good job , no curses . Interesting read. Most of the stuff up their does describe some weakpoints. But it does really help if you are on a game with no enemy air support and snipers are kicking your tail. You can easily switch to a sniper rifle and go back to your favorite gun without dying.

     

    I do agree it sucks to take up two slots but I feel overall its a GREAT system. My wife loves the game and doesnt know how to throw a grenade so the second perk helps her a little bit more.

     

    now if she can only pull the trigger instead of waiting to see if the other guy shoots back

  • Re: Why I feel the wildcard system has failed.
    banned-again

    i think the pick 10 sytem i great its one of the few things they got right in this game a for wild cards its gret being able to use blindeye and flakjacket together