Economy Gap: Repair Costs Exceed Realistic Resource Generation

By Roker009 · · 145 views · 4 upvotes · 7 replies

Hello TL,
I understand the intention behind the scrap/durability system as an economy balancer, and the long-term vision makes sense.

However, the current implementation is creating a mismatch between gameplay, rewards, and sustainability.

Right now, battles are the only truly interactive and skill-based part of the game, and also the most rewarding in terms of player engagement. Systems like chests are passive and RNG-based (roughly a 60/40 outcome), so they don’t provide the same consistency or control.

Because of that, players naturally gravitate toward battles — but the new durability system is directly penalizing that core gameplay loop.

Here’s the actual impact based on my data:

• I average ~125 battles per day
• Each battle consumes durability across 6 gear pieces
• Total daily repair cost:
– ~12,500+ scrap (parts)
– ~250,000+ bronze
( Attached Screenshot for proof )

Now compare that to my economy:

• Production: ~3,773 bronze/hour
• Storage cap: ~38,645 (fills in ~10 hours)

This means:
• Even with active collection, realistic daily bronze = ~50,000–75,000
• Required bronze = ~250,000

That creates a 3x–5x deficit, even for active players.

So instead of acting as a “fuel” for gameplay, the system is effectively limiting how much players can engage with the only meaningful interactive feature in the game.

The issue isn’t the system itself — it’s the balance between:
• Cost per battle
• Resource generation
• Storage limitations

If battles are meant to be the core loop, they should feel sustainable with good play — not restricted by unavoidable resource deficits.

Some possible adjustments:
• Reduce durability loss per battle or per gear piece
• Align repair costs closer to realistic daily income
• Increase bronze generation or storage capacity
• Introduce additional reward sources tied directly to active gameplay

Right now, the system discourages the most engaging part of the game instead of supporting it. If this balance is adjusted, the system could work as intended without limiting player activity.

Replies

Roker009 ·

wasnt able to attach screenshot for somereason

Stldrgn ·

I dant even get that much bronze a day, I get around 50K, and as you say it is to expensive, I used to do 60+ battles a day but now I just cant anymore, I do 10 at tops.

Seaniceb ·

My post on discord, I hope devs see this:

In my opinion

The cost must be in reasonable range, if a gear only has 10x durability, then logically players should be able to repair it using the the least possible amount of gears (turned to scraps later) players can get from loots of those 10x battles.

Upgrading gear from 10 to 11 should start with the least possible amount of bronze players can get from T1 loots of 10x battles.

Roker009 ·

You are correct.
But another thing i don’t understand is, that how can gears break in every battles?
Logically speaking, they should only break when we loose a battle.

If we won, how can our gears get damaged?

TokenLord ·

Hey, bronze repair cost was removed completely

Roker009 ·

Thank you.
Will it stay like that or will be implemented again after ?

Seaniceb ·

Yeah you're right on this. Winning battles should prevent our gears from breaking.