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NewMilenium

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Posts posted by NewMilenium

  1. 21 hours ago, sir_deadlock said:

    This is an ideological problem. A self perpetuating bully complex. "I suffered, so they should suffer too. Otherwise it devalues what I went through" A better solution is to change ones way of thinking to something more in line with "I suffered when I had to go through it. I'm glad nobody has to suffer like that anymore."

    That's called making progress.

    If we swore to the prior ideology, what would be the point in ever ending a war if not seeing combat devalues the struggle of the previous generation? We want wars to end because suffering is bad and it really slows down potential prosperity. Nobody likes suffering unless there's something messed up about them.

     So in like kind, it may help you to consider those who achieved the previous cost to have paid a premium price for something they couldn't stand not having. It's not actually the case. The cost was just outrageously expensive and needing to be lowered; but it might help to think of it as having been a premium cost.

     

    Some things must be bowed to. Respected.

    This quote is one of them.

     

    And don't get me wrong, I don't give a damn about the Hema. But sir_deadlock shows here a good way to think, so, congratulations Sir.

     

    _____

     

    DE, did you truely abandoned the Riven Mods idea to that state..?

  2. 13 hours ago, Mclags said:

    Just get rid of this Riven system altogether. It made Warframe into a Slot Machine.

    Fixing it is more constructive, more useful, better for the game.

    There has been tons of excellent feedbacks in those "New Mods part 1!" "New Mods part 2!" "New Mods part 3!" topics. The solutions are proposed, that's months they are.

  3. No fix for the 15 riven slots limit for the TON of primary+secondary weapons that exist.

    No fix for the too random riven mechanic.

    No fix for the crazy cost of riven slots.

     

    Riven mods... never give up on the good idea. You can make it awesome, like the rest of the game.

  4. Quote

    In an effort to address the issue of people not noticing the movement of The Kuva Fortress, we have made the loop completion time odd rather than a 24 hour cycle. Players who were logging in around the same daily time found that the Kuva Fortress would always be roughly in the same position, and was restricting the variety of Kuva Siphon missions available.

    That's a good one, thanks.

     

    But still nothing on the ton of riven RNG.

  5. 11 minutes ago, Eleodon said:

    Huh ? This how people farm... In every game, Farming is always long and boring cause you do the same thing... You come from sims or what ? Have you never played other games ?

    Let's get the example of "void traces". If you want to farm void traces, you have to do a fissure mission. They are all different missions, with different enemies, which you can kill by almost (not exactly) infinite combinations of warframes+weapons+friends. Thus farming void traces is not repetitive.

    Let's get the example of "polymer bundle". If you want to farm polymer bundle, you have to go on one of the 2 - 4 planets that drop it, and kill mobs there, find polymer crates. Again, thanks to the planet diversity, weapons diversity, warframe diversity, this isn't much repetitive.

    Now Kuva. You have to always go to either Eris, Pluto, sometimes Earth, rarely Ceres. There is some map diversity, fine. But then how to? Always by doing the same move with your operator, which acts exactly the same way, is the same for all players, 4 times in a red mist. Your weapons, your warframes will not matter : be operator, do the same move in the same red mist. At least there is a mission diversity; once you've done the boring part, the mission can be any of the possible missions. That's good. But the way we actually get Kuva is boring. The amount is random without any reason, the move is always the same.

     

    And your attempt at ad hominem is ridiculous, stay on topic.

     

  6. Still no fix for the 150+ existing riven mods while having only 15 slots when it is a "database size issue".

    Still no fix for the +3 riven mod slots costing 60 plats.

    Still no way to limit the damn RNG when cycling a riven mod.

    Still no weapon balance.

     

    Farming kuva is always the same thing. We're tired now. Cycling a mod is always pure RNG, acceptable rolls are rare. No control, pure RNG; if even ME is tired of warframe, I wonder how less patient people are reacting. Quitting earlier?

    DE, this is an awesome game. Adapt your business model to make it both good AND relying on good mechanics.

     

  7. I'm afraid the "space aids" is masking the current big problems of riven mods. And considering we got now secondary and shotgun riven mods, and no hotfix nor update to fix the problems (too much RNG, not enough control, big laugh at our faces with the cap at 15 and "hey it's for creativity, use 60 plats for +3 slots", etc), this is going down a terrible path.

  8. 15 riven max. Add new riven, don't change max. Overpriced riven slots (3 for 60 plats), lower drop chance for each riven.

     

    And you're thanking them. After all what has been patiently said, proposed, calmly thought to improve rivens, a beautiful idea has become a horrible time and plat sinker with too much RNG.

    This is gone too far.

  9. You're kidding us by voluntarily making all riven mods rarer and still no way to drop riven mods besides Sorties???

     

    There are other possibilities for taking our money! Possibilities that wouldn't angry us! You can BOTH make the customer happy AND take his money!

    Making each individual riven mods rarer is a BAD way to inflate prices and incite people to buy plats and buy riven mods to other people.

    Example : if riven mod were for a weapon chosen out of 3 randomly selected weapons when finishing the challenge, you could for example make a one-time buyable improvement for 80 plats that would permit to select the weapon out of 5 randomly selected weapons instead. And/or you could make market bundles of 2 random riven mods for 50 plats and stop being crazy by downgrading the slot prices to 30 per 3 slots instead of 60 per 3 slots.

    Multiplying the plat sinks while being reasonable about them and still giving us CHOICES instead of RNG can perfectly work, both for the gameplay which matters to players and for money which matters to you.

     

    Add ways to earn riven mods! Add choices to limit that RNG! We all posted about that, you have tons of ideas to choose from!

     

    edit: not even talking about weapon balance, that's another (linked) big issue... let's stick to riven mods for a post... Reacting to those new riven mods.

     

     

    second edit : and we are still at 15???? Not even 15 per category??? You're kidding us!?!?? After all the feedback, all the serious proposals, all the ideas, this is what you choose??

     

    "Merry christmas", eh?

     

     

    third edit : oh my god. And riven mods are now "uncommon" instead of "common". The only "common" thing is 2000 endo. This is a nightmare. A wonderful idea, transformed into this...

  10. Hello.

     

    I'm just gonna post about 1 big gameplay subject.

    Again, nerfing the riven mods isn't a solution to rebalancing weapons. Tons of clever suggestions have been made in the proper topics. Example of 2 big solutions :

    1) the complicated one : change the damage system without touching the Status (it is good, useful, clever).

    2) the easy but long one : add new mods, like 1 or 2 mods per weapon, exclusive to those weapons, to create new strategies for each weapon, thus giving interest back to those weapons. It's pretty much what currently exists with some weapons, you just have to make some new creative useful mods like that for each not-top-performing weapon. Because as long as the damage system is like that AND the mods raising damage are multiplicative, differences of damage between weapons are staying that big, leading to the current situation.

     

    An example of how we know you can do it; look at the syndicate mods for warframe abilities. They're exactly in that spirit; 75% of them are clever, situational, interesting for some strategies.

    Thanks for the real fixes though.

  11. Having an opinion on something we have not experienced is fine, as long as there are facts to justify this opinion. For example : "i don't like warframe conclave because the mechanics involve [...] and you have to [...] which i don't like". But shouting very loud "hey i don't like it!!!" isn't going to help anybody, and isn't improving the game either.

     

    And those forums can be used to improve the game.

  12. Hello, @LittleArachnid

    a game is all what is inside. In Warframe, for example, the Conclave is a part of the game.

    When releasing new content for a game, devs choose where this content goes. If they decide to release a totally optional cosmetic content as a reward of a part of the game, there is no need for any player to play it - litterally : it is an optional cosmetic, not affecting the gameplay.

    Notice that if it was a truely must-be-done part of the game (example : "you have to do it to be able to have a secondary weapon again"), it would be legitimate to complain like you are ("hey, give us a choice on what part of the game we can do it").

     

    It is the case here; a sigil (=optional cosmetic) is rewarded for doing a part of the game, the Conclave mode - with tweaks.

     

    So you're just wrong by saying you're forced. You choose to want the sigil, not the other way round. It won't affect your gameplay.

     

    We have already many LEGIT complains to submit to DE regarding the riven mods, so don't come with wrong ones, thanks.

  13. Quote

    More Riven changes please. Do NOT make it random chance of getting Riven mod for primary, secondary or melee when we earn one. That's just another RNG ontop of all the others. Let us have a UNIVERSAL Riven mod! Putting it on the weapon we want it for will lock the Riven mod to that weapon. PLEASE!

     

    Quoted for truth (on top of the upvote). DE needs to read this over and over again. Less RNG, more choices. Choices and a bit of RNG = fun. If we want pure RNG we go play dices.

  14. We are very numerous to make constructive criticism since the first topic about Riven mods, DE, please read other topics as well.

     

    But at this rate, riven mods will only be balanced, very interesting and "a new breath" for some weapons on April 2017.

    And while you're slow on that process, you've been quite quick at adding clearly abusing methods to earn money and on a wrong reason ("takes too much database").

     

    Don't make the mistakes of only keeping the hardcore ones while not caring about the casual. You've done an amazing game so far, DE. I hope all your decision-makers are not financials only...

  15. Quote

    For those of you who have reached the max Riven Capacity, you can now increase your Riven Capacity by purchasing additional Slots. Visit the market to get a bundle of three slots for 60 Platinum. The maximum capacity is still capped at 60 Riven Slots total for technical reasons. 

     

    That wasn't so technically horrible then after all... Or the plats will go straight to more database capacity? :D

     

    Hurray. Sort of. I guess.

  16. Again, there are intermediate solutions to this "full RNG then at 'much higher kuva cost', full-choice". You can make a stat kept per reroll, or a stat definitely removed from all rerolls per reroll. So "control on the RNG".

     

    We can understand it's not fun to simply choose all your mods (however this issue is linked with the current Damage-mods & Damage-system issues). In your case, there is just a set amount of kuva to spend before you can fully choose all your mods. What is fun is having some control and some parts uncontrolled. There is adrenaline at rerolling by luck some nice riven mod. The problem is that RNG here rarely satisfies us, so having more control would be an improvement.

  17. Several things.

    1) I entirely agree with you there.

    2) and yet, more constructive criticism consists at showing facts that are problems & solutions to them rather than opinions, or those forums turn into a "we want this" "no we want that" useless war.

    3) you're an optimistic guy by posting this and expecting results ;)

     

    -Voltage- > considering the number of irrevelant answers, and for very numerous different reasons, it's easier to simply ignore those reputation-searchers and answer to people that actually try to be constructive, I think.

     

  18. Quote

    I wouldn't call that a partial solution to the problem. As I stated before even with a 50% chance of getting a riven after completing the daily sortie the chance of obtaining a mod for a specific rifle assuming there are 40 weapons in the pool is 1/2*1/40=1/80 =1.25%

    This is in problem 1 (too much RNG in the riven system), not problem 4 (riven mods are obtained only in sorties). And some solutions to that are proposed as well (" * being able to choose 1 weapon among 5 randomly chosen possible weapons when finishing the Unveiling riven-mod quest," "* being able to choose the weapon for the riven mod based on weapon equipped when unlocking the mod"). Feel free to propose more though. When you remind the solution to obtain more rivens ("obtain riven mods somewhere else too"), this is to solve better the partially-solved problem 4.

     

     

    Quote

    My number 1 point specifically stated that there would be no bad stat combinations.

    "Good" or "bad" stats can be factual (example : +slash on simulor is in fact bad), or entirely a point of view (example : +zoom on any weapon). Thus removing possible stats should be done, if done, by each player individually - hence the proposals regarding that in my post to the Problem 1.

    And regarding your proposal, replacing a terrible gameplay mechanic "all on RNG" by "all on farming + RNG" doesn't sound sexy. (64 riven mods = 1 best??? Rarities, so farm until you earn what you need? bleeeeh. Choices please, thanks.)

     

     

    Imagine those simple things applied instead, all together :

    * riven mods can be obtained from all "normal" missions as a rare drop if all players in the missions have done The War Within.

    * when you unlock a riven mod, it becomes a mod of the weapon you equipped it on.

    * when you cycle a riven mod, before rolling the next stats, you choose a stat that will definitely be removed from the rolled positive stats of that cycle and all the next ones for that mod.

    * you can spend 1000 kuva + 500 endo to boost a riven mod. When the riven mod has its stats "maxed" you are told and cannot spend kuva+endo anymore on it.

    * all weapons have 2 unique mods, making all of them interesting.

    * no more 15 riven mods limit, riven mods are limited at 2 per weapon name per player.

    * the MR required is 10, then raises by 1 per cycle and by 1 per stat boost, to a limit of 16.

    * in addition to siphons, kuva can be obtained by killing some special high-level grineer squads that can spawn in any high-level mission when all players of that mission have done The War Within. Those grineers spawn in dead-end rooms, are randomly 10 to 15 and each of them, each dropping 10 to 30 kuva on death. 0 to 1 squad can spawn per mission, 50% chance. (=> brings back exploration!)

    * The less a siphon gets kuva, the more the players get kuva at the end of the mission.

     

    Then all problems would be gone, right?

  19. Hello,
    this is following my second post, and following the recent update.
    We got to thank DE for their recent update. Now the Kuva missions are not based on RNG, and can be any classical mission on (almost-)any planet. Well done DE, that's a big problem solved, and way more fun provided to us to farm Kuva. :)
    We could use another method to farm Kuva for more diversity, but this isn't urgent now, thanks to the already-done missions diversity.

    Back to problems and solutions, all updated :

     

    Problem 1 : there is too much randomness in the riven system.
    Example of solutions :
    * being able to choose to keep 1 or more stats of the riven mod when cycling it (at a kuva/endo cost?),
    * beign able to remove forever 1 or more stats of the riven mod when cycling it (at a kuva/endo cost?),
    * being able to choose 1 weapon among 5 randomly chosen possible weapons when finishing the Unveiling riven-mod quest,
    * being able to reroll only 1 stat and keep the rest,
    * being able to choose the weapon for the riven mod based on weapon equipped when unlocking the mod,
    * being able to choose to remove forever 3 chosen positive stats from the pool of possible stats of a riven mod when unveiling it,
    * being able to pay kuva or endo to boost an already-given stat of a mod to boost it, with a maximum.

     


    Ex-Problem 2 nicely solved. We can always throw in more fun with other ways to obtain Kuva, but as least there's no problem anymore now.

     

     

    Problem 3 : some weapons are underpowered and the riven mods are increasing a bit the gap, or is just moving it somewhere else.
    => easy way : add interesting stats/capacities to the underpowered weapons.
    => hard but nicer way : change the damage mods & system so that all weapons become interesting. For example :
    * add 2 unique mods per weapon with unique effects, creating a unique playstyle per weapon, (example : you have done it with the prova already, with the tetra, with some syndicates mods for some underpowered weapons, etc)
    * change most damaging mods (Serration, etc) to conditional mods. How it works : when *trigger* then *effect* [on *stat*].
    Triggers : when shield diminishes, when health diminishes, when a status happens on self, when shield regenerates, when health is back at 100%, when shield is back at 100%, when sentinel/companion is hit, when sentinel/companion is killed, when hitting an enemy, when killing an enemy, when doing a headshot, when doing a critical hit, when inflicting status, when reloading, when using an ability, when shooting at another allied tenno, when dying, when swapping to secondary, when swapping to melee, when melee channeling, when melee blocking, when jumping, when touching the ground, when wall-latching...
    Effects : direct damage, damage based on % of something (max health of target, max shields of target, normal bullet damage, max health of attacker, ...), status proc, buff a stat of a target/of the group, debuff a stat of a target/a group of targets, move/teleport a target...

    Examples :
    "Impaling bullet", Rifle mod : when reloading this weapon, gains a 7s buff that empowers the next shot by 35% max health of the hit target as puncture damage. Dissipates at first shot, even if it is missed.
    "Empowering", Rifle mod : when shooting at an ally, he gains [damage of that attack/3] finisher damage for 3 seconds. Doesn't stack, but renews the buff if shot multiple times.
    "Automatic Reload", Rifle mod : passively, this weapon reloads 3% of his magazine per second.

     

     

    Problem 4 : besides the first, riven mods can't be obtained anywhere else than in sorties, and the drop rate is ridiculously low.
    Partially solved. Now Riven mods are common drop from sorties. I wonder what will happen once we get riven mods for Shotguns, for Secondaries, for Melee : how will the future players obtain riven mods for rifles? At least now we have an almost reliable source to get some, but still-RNG way again...

     

    Problem 5 : the limit of 15 riven mods is a bad solution to the "plats = power" problem and bringing other problems like "i can't mod all my rifle weapons".
    * if people can choose the weapon the riven mod is for, then the rarity problem disappears and plat-cost differences are less important,
    * change limit riven mods to 2 per weapon,
    * add a way to store riven mods somewhere.

     

    Problem 6 : the high mastery rank requirements are unjustified, totally unfair.
    => justify the MR requirement by the idea "the mod is getting DAMN better now that you work on it".
    * make it so all mods start at MR 8 or 9, then the MR required rises when the mod is cycled, or when chosing what stat is kept, or when a stat is boosted, depending on what previous suggestion you applied.

     

    Ex-Problem 7 : solved.
    They changed sortie rewards, good job again DE! :)

     

    - - - - -


    It is very nice to see our feedback counts. Thanks for making this game more and more fun & balanced! Let's continue doing it! :)

     

     

    Quote

    Sometimes I spend more time in trade chat then actually playing the game trying to get rid of rivens then I don't want to get rid of in the first place.

    Gosh I agree so much there...

  20. I'm going to answer very simply to go to the point, since we agree on some things and I may simply have not been understanded on others :

    some of the current issues are facts. Some of the perceived issues are opinions.

    You posted an excellent example of how too much RNG is, in fact, a problem. It cannot be considered good (= not an opinion "that much RNG is cool"), no one has for goal to spend time, plats and efforts making its weapons useless to die all the time in missions and fail them (someone like that didn't succeed The War Within anyway).

     

    I tried, as much as possible, to collect current FACTS that are problems, and different ideas of solutions, in my big post of this page. Because correcting those is a priority over changing DE opinion on what some people like and other dislike. We are several liking very much the challenges to open Veiled Riven mods, including after each cycling, and I don't think it is relevant to go again against their decision and say "heyyy i liked it put it back".

    Don't get me wrong : opinions are okay, especially on public forums - as you say, otherwise we could almost shut'em down. But there, this topic, at this moment, with this context, it is not the priority, there are too many factual problems to solve. Yes, factual.

    Let's not waste our time, let's not just shout "hey i don't like [feature]". Let's collect factual problems and propose many different solutions so that we actually help DE correcting our beloved game.

  21. 1 hour ago, Arkvold said:

    Point being, I shouldn't be looking at a mod and going "y'know what, it's not even worth the struggle to unveil it.  I like this game, but I am not subjecting myself to that kind of frustration."

    You have to understand this is not a fact but entirely a point of view. I saw several players buying "impossible" riven mods. They were paying plats to get those mods to unlock them, for fun. Myself, I was happy at each challenge I had not done yet. I like difficulty, because I like to mobilize all resources I have to overcome and solve a problem.

    What is a struggle to you is the fun of your neighbour. Don't try to make conclusions based on points of view that are not shared, those conclusions have strong chances to be wrong. This is exactly why I didn't try to put back the challenges that are gone now in my big post; to like or dislike them is only a matter of point of view. We have urgencies waiting, let's not waste time on opinion details.

     

    Things in your post like "it's ridiculous" and already-biased analyses are not going to help DE to take good decisions. This forum should not be "let's all shout like mads until they do what we want". It should be a place where we collect facts, analyse them and then make conclusions to improve the game.

    In the same way, why repeating what has been said and said again? You're just ignoring all other players before and not having any good consequence on DE.

     

    ^--- Written in calm and with respect,  _ New

  22. Structure of this post :
    General solution starting by "=>"
    Example of solutions starting by "*"
    I'm using other players ideas in here as well as mines, thanks to all of them for their clever feedback and proposals.
    Side note : I'm sad challenges are gone too, but I don't know how to bring them back in a clever way. So I'll simply focus on the most important problems.


    Problem 1 : there is too much randomness in the whole riven+kuva system.
    Example of solutions :
    * being able to choose to keep 1 or more stats of the riven mod when cycling it (at a kuva/endo cost?),
    * beign able to remove forever 1 or more stats of the riven mod when cycling it (at a kuva/endo cost?),
    * being able to choose 1 weapon among 5 randomly chosen possible weapons when finishing the Unveiling riven-mod quest,
    * being able to reroll only 1 stat and keep the rest,
    * being able to choose the weapon for the riven mod based on weapon equipped when unlocking the mod,
    * being able to choose to remove forever 3 chosen positive stats from the pool of possible stats of a riven mod when unveiling it,
    * being able to pay kuva or endo to boost an already-given stat of a mod to boost it, with a maximum,
    * add kuva as a drop from some very specific grineer fortress-themed enemies, and those enemies spawn in squad of 5 - 15 grineers in all 25+ level grineer missions in a random room,
    * add the possibility to farm kuva ourselves by killing enemies with the operator without taking damage,
    * add kuva as a mission reward for some fortress missions,
    * add the possibility to transform a riven mod into kuva, for example for 2/5 of the spent kuva in it to reroll it,
    * add a system to make Kuva Guardians spawn on any planet that the Kuva Fortress is located near : 1 Siphon per non-endless mission, and 1 Siphon per rotation interval on endless missions.


    Problem 2 : kuva farming is not fun, going to lead to a general burnout.
    => add other ways to farm kuva so that siphons become a nice random event we're happy to do instead of the only way to farm kuva.
    * see precedent proposals about kuva,
    * add [200 - 1000] kuva as possible rewards for Grineer missions.
    => Don't forget to add some importance to the Corpus and Infested in future updates.

     

    Problem 3 : some weapons are underpowered and the riven mods are increasing a bit the gap, or is just moving it somewhere else.
    => easy way : add interesting stats/capacities to the underpowered weapons.
    => hard but nicer way : change the damage mods & system so that all weapons become interesting. For example :
    * add 2 unique mods per weapon with unique effects, creating a unique playstyle per weapon, (example : you have done it with the prova already, with the tetra, with some syndicates mods for some underpowered weapons, etc)
    * change most damaging mods (Serration, etc) to conditional mods. How it works : when *trigger* then *effect* [on *stat*].
    Triggers : when shield diminishes, when health diminishes, when a status happens on self, when shield regenerates, when health is back at 100%, when shield is back at 100%, when sentinel/companion is hit, when sentinel/companion is killed, when hitting an enemy, when killing an enemy, when doing a headshot, when doing a critical hit, when inflicting status, when reloading, when using an ability, when shooting at another allied tenno, when dying, when swapping to secondary, when swapping to melee, when melee channeling, when melee blocking, when jumping, when touching the ground, when wall-latching...
    Effects : direct damage, damage based on % of something (max health of target, max shields of target, normal bullet damage, max health of attacker, ...), status proc, buff a stat of a target/of the group, debuff a stat of a target/a group of targets, move/teleport a target...

    Examples :
    "Impaling bullet", Rifle mod : when reloading this weapon, gains a 7s buff that empowers the next shot by 35% max health of the hit target as puncture damage. Dissipates at first shot, even if it is missed.
    "Empowering", Rifle mod : when shooting at an ally, he gains [damage of that attack/3] finisher damage for 3 seconds. Doesn't stack, but renews the buff if shot multiple times.
    "Automatic Reload", Rifle mod : passively, this weapon reloads 3% of his magazine per second.

     

    Problem 4 : besides the first, riven mods can't be obtained anywhere else than in sorties, and the drop rate is ridiculously low.
    => add riven mods as rewards of other things.
    * Rare drop of high level sabotage missions,
    * Rare reward of rotation C defense, interceptions, excavations & survivals,
    * 125k standing cost at a syndicate,
    * rare alerts,
    * Stalker occasional drop,
    * rare invasion reward,
    * very rare drop of enemies on the planet near the Kuva Fortress,
    * transmuting 4 riven mods into a completely new one.

     

    Problem 5 : the limit of 15 riven mods is a bad solution to the "plats = power" problem and bringing other problems like "i can't mod all my rifle weapons".
    * if people can choose the weapon the riven mod is for, then the rarity problem disappears and plat-cost differences are less important,
    * change limit riven mods to 2 per weapon.

     

    Problem 6 : the high mastery rank requirements are unjustified, totally unfair.
    => justify the MR requirement by the idea "the mod is getting DAMN better now that you work on it".
    * make it so all mods start at MR 8 or 9, then the MR required rises when the mod is cycled, or when chosing what stat is kept, or when a stat is boosted, depending on what previous suggestion you applied.

     

    Problem 7 : sorties rewards are 2k (and rarely 4k) endo only.
    * add 1500 - 3000 kuva as a possible reward,
    * add 350k credits as a possible reward,
    * raise the riven mods, lenses, reactor, catalyst and exilus rates by lowering the 2k and 4k endo rates.
    (note : adding greater lenses was a good idea. But what's the rate again???)
    * at some point, adding other "sorties-like" / "raid-like" high-level missions that can be done once per day with great rewards is a good way to split those rewards into categories. For example, you could do level 100 missions with 2 to 9 different objectives randomly chosen in {sabotage, capture, mobile defense, spy, survival, rescue, exterminate, assassination, excavation}, and those would focus on really rare things like reactors, catalysts, exilus, and we'd remove them from sorties rewards.
    * or, make sorties random things than can be played without limitation. Then we do them for challenge, pleasure and endo...

     

    Now only 1 thing matters : are you going to apply solutions, DE? If yes, which ones? :)

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