Review signals

Start with the scale and shape of the thread before reading the asks.

23 Messages excluding OP
16 Participants unique contributors
9 Reactions thread total
7 Primary asks Multiple

Summary and sentiment

The short read before diving into the detailed asks and evidence.

Overall summary

Players find TAM prices at the Clan Vendor prohibitively expensive given the rate at which clan credits can be earned through nests and daily/weekly quests.

The dominant asks are price reductions or refreshed TAM availability, with secondary requests for weekly purchase limits, more material types in the shop, and skill chip availability. One notable counterpoint argues against refreshing TAMs, citing powercreep concerns.

Sentiment read

Players feel the math simply doesn't work — @n1trozipp3r worked out that a single weapon TAM costs 150k clan credits and at current rates takes months to acquire. @lordskeletor1 estimated nine months to buy all TAMs through dailies alone. The grind feels disproportionate.

However, @stratager's dissent is substantive: refreshing TAMs could hand power to hardcore grinders and make the DZ and PvP unbalanced.

This is one of the few threads in the dataset where there is a genuine design tension being aired, not just a one-sided complaint.

Primary asks

Actionable requests extracted from the synthesis.

#01
Balance

Reduce TAM prices or make them more frequently attainable (monthly refresh or lower credit cost)

Raised by
nitrozipp3r
Echoed by
@idespisegeology, @lordskeletor1, @daviscrimson
#02
QoL Improvement

Add weekly purchase limits for key items (e.g. one weapon upgrade and one gear upgrade per week)

Raised by
Itasil92
Echoed by
@jbcode, @ttsia_
#03
New Feature

Add purple and gold skill chips to the vendor

Raised by
DavisCrimson
Echoed by
No explicit echo captured
#04
New Feature

Add T2 crafting blueprints to the clan shop

Raised by
berserk Aries
Echoed by
No explicit echo captured
#05
QoL Improvement

Allow crafting materials to be purchased with regular credits (not clan credits) when saving for TAMs

Raised by
JB
Echoed by
No explicit echo captured
#06
Balance

Scale vendor costs to clan membership size

Raised by
Warbrynger41
Echoed by
No explicit echo captured
#07
New Feature

Rotate old/surplus cosmetic skins through the vendor weekly

Raised by
Warbrynger41
Echoed by
No explicit echo captured

Community voices

Representative comments preserved from the synthesis.

Voice 01 Discord message
Keep the clan vendor TAM refreshed for every month, and reduce the cost a little bit so someone can farm at least one TAM biweekly by playing the game casually.
nitrozipp3r Jun 4, 2026 3 reactions
Why it matters

The most-reacted post; anchors the "casual accessibility" argument for vendor reform.

Voice 02 Discord thread
Don't refresh the TAMs — having them available to be farmed for Clan Credits would mean hardcore grinders would powercreep the game more than it is, essentially making DZ a snooze fest by making unkillable builds.
Alexander Jun 4, 2026
Why it matters

The strongest counterargument in the thread; identifies the real risk of making TAMs too accessible in a PvP context.

Voice 03 Discord thread
A single weapon TAM costs 150k clan credits. For every nest credit you donate, you receive 2X the clan credit. So 75k nest credits for a single TAM — but nest credits are earned at 500-700 per run after first runs.
nitrozipp3r Jun 4, 2026
Why it matters

Rare example of player doing explicit math to support their ask; the numbers frame the scale of the grind concretely.

Voice 04 Discord message
I agree — 200k clan for gear TAMs will take forever, upwards of a year if you do just dailies and then the 4 clan nests a week.
Skeletor Jun 8, 2026 2 reactions
Why it matters

A year-long grind to complete the vendor is the clearest statement of how severe the pricing problem is perceived to be.

Dev notes

Editorial synthesis for developer review.

The core issue here is a math problem: credit earn rates from clan nests and dailies are dramatically lower than the cost of TAMs. Players have done the arithmetic and it produces grind estimates of six months to over a year for a full vendor clear. Whether that's intentional pacing or an oversight, it reads to players as a dead end.

The tension between accessibility and powercreep (flagged by @stratager) is the most useful design framing from this thread. A monthly refresh with a price reduction is the most popular proposal, but if TAMs provide significant PvP power, that change needs to be evaluated against DZ balance.

A possible middle path — visible in @jbcode's suggestion — would be allowing regular credits to buy consumables like crafting mats, reserving clan credits exclusively for TAMs, so the credits players earn aren't split between routine needs and aspirational goals.

A dev should also note @n1trozipp3r's in-thread discovery that donating resources after max facility upgrade still yields clan credits — this wasn't obvious from the UI, and represents both a UX failure and an underused credit source that could partially address player frustration if better surfaced.