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SoulOfTheHunter

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Posts posted by SoulOfTheHunter

  1. 8 minutes ago, Elvangreen said:

    if in rift or cata, use melee or powers.

    Anytime, use powers.

    if in rift or cata, use guns with strategy, as the bullets will still hit once it is released.

     

    atm limbo is godly in a coordinated team, but can be annoying in public squads.

     

    current options are:

    - leave if you see a limbo.

    - put up with it.

    - form squads in recruiting so you can pick what frames you want to play with.

    I was in a public sortie. I had just done the first 2 in this squad and didn't feel right just to bail because this 1 guy chose to equip Limbo. Melee is only an option when sortie conditions do not prevent it.

    The current options suck. 3 options to avoid a troll ability rather than the more obvious choice of removing the ability to troll.

  2. So I just witnessed my first real interactions with a Limbo player since his rework. Surprised it took so long to see one, I guess he still is relatively unpopular. In short my experience was 100% frustration: Stasis everything and now no one else in the team can kill anything.

    "You can kill enemies when I let you" - Limbo.

    I thought the rework was meant to prevent Limbo's trolling of other players?

    This is my suggestion to resolve the issue;

    Change Stasis to being an an AOE effect on a target (not simply all enemies in the rift). Make Stasis include Banish ie if target is not in the rift, put them in the rift. Stasis then affects enemies in a similar manner to magnetise, that is, stasis enemies are surrounded by a stasis field and when bullets are shot into the field, they are stopped. When the timer ends (or is ended manually by long press of 2), the bullets all continue their course and collide with the enemy. The enemy is slowly recovering speed after being frozen in stasis, and is not able to dodge the incoming projectiles.

    The ability would behave in a similar manner to Rift Surge in that you target an enemy but the effect is a radius around that target.

    It's probably not an original suggestion.

  3. If vaults changed keys each rotation (in Derelict Survival) a squad that is *not* full could still guarantee that the vault will have a matching key if they play long enough. The idea behind this is to make vaults not solely an exterminate/capture mission objective.

    Example:
    2 players in the squad with decaying and bleeding, spawn into mission, vault is locked with Hobbled key. After first rotation the Vault randomly changes to Extinguished, after the next rotation the Vault changes to Decaying. Squad can now open vault.

    Above I said vault key "randomly changes", it would randomly change to 1 of the remaining 3 keys (all except Hobbled). Put another way, all 4 keys will appear in 4 successive rotations, with no repeats, and in a random order (so players can't game the system by knowing what the first key will be).

    A solo player would have to stay at most 20mins for their single key to appear, which is still better then the current system. 100% chance to match their equipped key in 20 mins vs. the current 25% chance per run. That said, this suggestion does not exclude the current system so players can still speed run capture/exterminate to their lhearts content.

    To be clear, I am not suggestion that vaults re-seal at each rotation. However, re-sealing vaults at each rotation would be a great addition. Now that we have Relic choice at each rotation, it might be a good thing to carry over to ODS missions ie Dragon key choice at each rotation. Arguably this allows players to aquire multiple Vault mods per single Derelict key, however I suspect most people agree Derelict keys are disincentive to goto the Derelict, despite being a trivial cost.

     

  4. I am a member of that clan since it was created. 90% of the research was solo funded by myself. I had also added alliance and clan emblems. Forgive me if I seem hesitant to abandon the clan ;)

    I believe you have to be logged out for a VERY long time, and be highest rank in the clan for Support to even consider transferring clan ownership. When I said he logged in 238 days ago, that was for about 15minutes when I told him to promote me to Warlord. He had been inactive for 150+days prior to that, 32hours clocked on an account created in July 2015. It was me and the freind (the Warlord) who started playing at the same time, but he gave up on warframe at MR6 (like so many new players). I suspect Support took all of this into account. Despite being Warlord in rank, but was not able to kick the other inactive Warlord as he was the Creator.

  5. 4 minutes ago, (PS4)XxDarkyanxX said:

     I just hope that the clan leader isn't part of the inactive players that are 288 days+ out

    Clan creator is 238 days since last login, but I got Support to transfer that title to me the other day. The other 6 players are between 10-45 days since last login.

  6. 6 minutes ago, (PS4)XxDarkyanxX said:

    From my point of view though, those clan research are supposed to bring you into playing/farming together.

    My experience is the exact opposite. With Hema and this current event my clan is getting ready to kick 10 players out so we can downsize. Being a Shadow clan with 13 active members and 7 inactive we are getting sick of costs as if we were the full 30 members.

    2 minutes ago, (PS4)XxDarkyanxX said:

    In a 100 member clan, it would be the same as paying 1% of the research and receiving the weapon anyway, as for the rest of the 99% inactive clan, who gives a damn in the end if they ever login or not? There's no more sense of urgency and no point in recruiting anymore since you don't require your clan's help in order to make said weapon.

    I see your point of view. However this is the issue I am specifically trying to address. In the current system the 1% of active players does the farming for 99% of inactive players.

  7. 19 minutes ago, (PS4)XxDarkyanxX said:

    Here's how this will possibly go : Clan leader puts every single member into cryosleep, pays the ressource for his weapon, every active member wakes up one by one from cryo and pay the minimum ressources as well, not so "Clan research" anymore now is it?

    If 1 member is active the research costs 1 members worth to research. As each inactive member wakes up they each have to contribute 1 members worth of resources to access the fully researched product. So if 9 more people wake up, overall the resource contribution will be 10x 1 members contribution, which is the same as if 10 players were active at the begining of the research.

    Essentially this is a system of retroactivly billing inactive players ;)

    It means that every inactive clan member is forced to contribute at least 1 members worth to get the research, but no clan member is disadvantaged players who don't log in anymore.

     

  8. An alternative to kicking inactive players:

    • First, DE needs to impliment a non-tiered approach to clan memberships. All clan aspects should simply be a multiplication based on active member count. eg A clan with 5 active members, research cost 1 nuerodes per member = 5 nuerodes, 22 members = 22 nuerodes, 999 members = 999 nuerodes
    • Warlords can put Clan members in Cryosleep if they don't log in for, lets say, at least 2 weeks.
    • Active members = members not in Cryosleep
    • Players who are in Cryosleep do not count towards the clan membership total. Therefore these Cryosleep players do not affect resouce totals for research.
    • When the player "wakes up" they will need to contribute their individual share of resources to gain access to research (that was completed while they were in Cryosleep) to be able to get that research. This prevents the system from being exploited.

    This system stops active players from being disadvantaged by inactive players in terms of research costs.

    For the purpose of events, tiers (ghost, shadow etc) are based on active members. As players wake up, the tier dynamically changes as the number of active members changes. There are some issues with this and how, for example, the current event works. However, I would change the event target scores so that they are based specifically on your clan. eg 5 active members = target score of 500,  11 active members = 1100 target score.

    With a better way of measuring active players, there are better ways of setting scores/targets.

    Other thoughts;

    • Add a cryosleep room to the dojo which is where all the active members can point and laugh/draw memes on the frosty glass
    • Inactive members wake up here when they eventually login?


    I'm never sure if this goes into concepts or feedback, it's a bit of both.

  9. Hydroid is squishy.
    His CC isn't consistent enough to make him survivable (unlike Nova)
    His looting doesn't create enough orbs to work with Health Conversion (unlike Nekros)
    His puddle doesn't heal enough (unlike any other healing frame)

    Some ideas for making Hydroid survive better;

    - Augment "Strength of the Kraken": Taking lethal damage while Tentacle Swarm is present will transfer the damage to the tentacles (destoying them) instead of Hydroid. Cooldown is equal to the duration of Tentacle swarm (becomes upto the player to find the right balance). Similar to Loki's Safeguard Switch.
    - Augment (or passive ability?): Upon taking lethal damage Hydroid will submerge into Undertow and be revived to 50% health if 5 enemies are lured into the puddle. Similar to Inaros' downed state. Doesn't really solve the squishy issue though :(
    - Just give him 300 base armour

    Or a new ability;

    - Belt Armour (https://en.wikipedia.org/wiki/Belt_armor); creates a 360 degree ring of protective armour on a horizontal plane between knees/hip and shoulder height. This limited armour does not protect from above or below which is much the case with Belt armour (kind of how it gets it's name ie it goes around the 'waist' of the ship). The disadvantage of this armour very much keeps Hydroid grounded, ships don't fly after all.
    - Torpedo Bulkheads (https://en.wikipedia.org/wiki/Torpedo_bulkhead); The concept of Torpedo Bulkheads would work well with a gated armour ability, where there could be multiple stages of armour that must be broken in succession to reach actual ship hull (Health). If the number of stages was effected by power strength it could make for a very tanky Pirate, add perhaps a 2 second immunity when each bulkhead is destroyed. Essentially this would be a self castable Health Conversion effect.

  10. Probably not original enough to qualify, but something I'd like to see anyway ;)

    Faction: Grineer
    Grip type: polearms
    Description: Double headed hammer, imagine a Orthos but with Hammers at each end. Half size Jat Kittag head on both ends, fast attack speed maybe 1.2 - 1.3 (2 jet engines after all). Physical damage about 90-110 (mostly impact). Innate Shattering Impact of +4 (stacks with mod). Stance polarity to match Shimmering blight.
    iNXoHW1.jpg

    Spoiler

    Alternatively;
    Faction: Tenno
    Grip Type: dual swords
    Description: Dual morningstars to beat some discipline into the universe. I don't really have any specific thoughts on unique style, maybe a shrunk version of the Jat Kitag. Horsemans hammer also has a nice style.

     

  11. I don't have any idea for weapon concepts for the contest, but I have a few for melee perks;

    • A weapon that has an extra mod slot up near the stance slot. This slot only accepts damage type mods (cold, toxin, heat, slash, impact etc). When channeling that extra slot is brought into effect and modifies the damage output. It would essentially add that mod prior to the first mod posistion.
      An example;
      If you modded this slot with toxin and the first two main slots with Cold + Heat the weapon would do blast damage until you started channeling. At that point it would be doing Viral + Heat
    • As combo counter goes up, range increases but speed decreases (capped values). I've brought this one up before, but I still think its a good one.
    • Sword + sheild/sword dual stance weapon. Two stance slots, while blocking it uses Sword & Shields stance combos, and when not blocking the shield collapses and you are able to use single sword stances.
  12. Weapon switching, reloading, power casting. These are all skills that should theoretically improve with practice. By the time we reach MR20+ I can say that we should be significantly skilled with all these actions.

    My suggestion is that as we go up Mastery ranks, so do these inherent skills.

    Examples;
    (Numbers are placeholders)

    Weapon Switching
    - Capped at 300% (reached at MR30)
    - With each Mastery level gained, the players weapon switching speed increases by 10% (+200% at MR20)
    - This ones a bit tricky with the amount of mods that can stack, but I would remove Twitch, Soft Hands, Reflex Draw mods entirely. Needs some more thoughts/testing

    Weapon Reloading
    - Capped at 60% (reached at MR30) (this value is chosen based on the mod values availble)
    - With each Mastery level gained, the players weapon reloading speed increases by 2% (+40% at MR20)
    - Reload mods are additive. This allows low MR players to add reload speed beyond their 'skill level', and it allows high MR players to still add extra reload speed.
    - There might be some issues with Riven mods that include reload buffs, so the cap may be a soft cap that can be overcome with specifc Rivens stats?

    Casting Speed
    - Capped at +75% (reached at MR30)
    - With each Mastery level gained, the players casting speed increases by 2.5% (+50% at MR20)
    - Natural Talent gives +50% casting speed and is additive. This allows low MR players to add casting speed beyond their 'skill level', and it allows high MR players to still add extra casting speed. The same applies for Speed Drift, but the max casting speed is capped at +75%


    Feedback welcome :)

  13. Title pretty much sums it up. Too often I have looked at the fissure list and thought "Urgh, I just want an Axi Survival on Mot". It's challenging and rewarding. Instead the fissure list has boring crap like defense, mobile defense, or missions that are just over far too quickly (capture, exterminate). As of right now there is only 1 Axi mission, an exterminate on pluto... yawn.

    The Void is still divided in to it's "towers" so simply transposing the Lith/Meso/Neo/Axi onto it seems fairly straight forward. The mission types don't even need to rotate. This guarantees 13 fissure missions are always accessible, divided fairly evenly between Lith/Meso/Neo/Axi.

    Currently there seems to be no reason to visit the void, even Argon Crystals appear elsewhere.

  14. Really simple concept, which is mainly for the benefit of Ducat farming.

    1. At the Reclic selection screen you can choose a relic
    2. You then have the ability to select a second identical relic.
    3. When you collect enough reactants to crack a relic open it cracks both and rewards you with two of the exact same item.

    Restrictions;

    • Limited to only Intact relics?
    • Double down biases drop chances even more towards common items
      • Intact is currently; rare 2%, uncommon 22%, common 76%.
      • Double down makes it; rare 1%, uncommon 11%, common 88%
    • Does not double the rate of void traces rewarded?

    I don't know about everyone else but I am having a lot of trouble getting through all the relics I have. I earn them faster than I can use them. This doubles the rate I can get through them and I am at a point in the game where I don't care what I get anymore.

  15. 14 minutes ago, Nakrast said:

    2 days of hard sortie for that crap? xD i would rather stay with its current form, thanks but no thanks.

    26 minutes ago, SoulOfTheHunter said:

    I don't really know what people want as rewards so I've just made some examples below

    ...

    The numbers are just placeholders of course and deff need to be tweaked.

    Was hoping for constructive feedback, but thanks anyway.

  16. What I would like to see in sorties:

    • Impliment the token system as suggested by many, with each sortie mission rewarding 1 token
    • Rather than have preset restrictions (weapons equiped etc) on sortie missions, impliment Bounties; eg complete a sortie mission with melee only, assualt rifle only, only magnetic damage on weapons etc. There can even be Nightmare bounties eg vampire mode, half shields, energy drain etc
    • Bounties are a bit like Dragon keys in how they work; equip them and the effect is applied.
    • Bounties are per player
    • Only 1 bounty per player can be completed per sortie mission and rewards an extra 1-5 tokens depending on bounty dificulty. DE can keep track on what bounties are popular/easy and adjust as needed
    • This way players can simply burn through sorties with all their favourite gear (or simply the best gear they have ie newer players) for minimum rewards OR they can equip a bounty and make the mission harder for better reward possibilities.
    • Doing the sorties on easy (without bouties) rewards 3 tokens, on hard (with bounties) can reward between 6 and 18 tokens

    I don't think reward items should be directly purchasable with tokens but rather use a mystery bag system. Let's say 4 tiers of bags. I don't really know what people want as rewards so I've just made some examples below.

    EDIT: Below is a very very basic outline and doesnt cover all the available rewards (notice no riven mods or lens) it was to show how teh system could scale rewards. Apparently I need to point that out for those who don't read all the words I write.

    Tier 1: 25 tokens (~2 days of hard Sorties)

    • Extremely low chance at legendary core
    • Low chance (5%) at a forma
    • Low chance (2%) at a exilus/potato
    • Guaranteed 2000Endo (lolololol)
    • Guaranteed resource bundle

    Tier 2: 50 tokens (~3 days of hard Sorties)

    • Extremely low chance at legendary core, but higher than tier 1
    • Low chance (10%) at a forma
    • Low chance (5%) at a exilus/potato
    • Guaranteed 5000Endo
    • Guaranteed 2x resource bundle

    Tier 3: 100 tokens (~5 days of hard Sorties)

    • Extremely low chance at legendary core, but higher than tier 2
    • Medium chance (20%) at a forma/exilus/potato
    • Low chance (10%) at a second forma
    • Low chance (10%) at a exilus/potato
    • Guaranteed 10000Endo
    • Guaranteed 10x Kavat DNA?
    • Guaranteed 4x resource bundle

    Tier 3: 200 tokens (~10 days of hard Sorties)

    • Extremely low chance at legendary core, but higher than tier 3
    • Guaranteed forma
    • High chance (50%) at a exilus/potato
    • High chance (50%) at a extra forma
    • High chance (50%) at a weapon warframe slot?
    • High chance (50%) at a extra loadout slot?
    • Guaranteed 20000Endo
    • Guaranteed 10x resource bundle

    Lens go in there somewhere too I guess.

    The numbers are just placeholders of course and deff need to be tweaked. The appeal of a system like this is it alows sorties to be scalable. For players who can complete the dificulty bounties, the rewards are greater, and they are likely to need the rewards. A newer player can still complete Sorties without bounties and acquire the lower tier rewards, which is probably all they really need anyway.

  17. What I find absolutely crap about the new system is:

    a) there might not even be a fissure mission for the relic tier you have
    b) even if there is one, there is a high chance of it being a crap mission type (crap is subjective, I prefer survival & excavation which are very rare)
    c) if you manage to get an endless mission, you will likely be able to run it once, because by the time you extract it will be gone

    Personally I have heaps of Neo and Axi relics ready to run, but there is very very rarely a endless survival for those tiers. Damned if I'm going to rerun then exact same capture/spy/exterminate 20 times.

    The old system at least had every mission type, for every tier available at all times.

  18. Endless/fissures/relics: Fissures suck. Harsh, but that's my opinion. When fissures were originally announced as 'opening up starchart to void missions' I expected to be able to use Keys on any mission anywhere on the starchart. I still think that is the way it should go. Get rid of this fissure crack/reactant business and most definitely get rid of this corrupted enemies on every tileset. By making the enemy on fissure missions ALWAYS corrupted I feel it negates the whole purpose of moving the void out of the void.

    With some very rough numbers I have devised the following

    The Suggestion

    New lore: All life forms contain 'void energy', but just not in the amounts that makes them 'warframe viable'. Killing any enemies anywhere release this energy and the energy is colllected.

    I've used the word 'energy' to describe the collectable force used to crack open a relic.

    At each interval (wave/minutes/end of mission) of ANY mission you can then use that energy to crack open a relic, the amount of energy you have collected/choose to use dictates the loot drop chance (no more traces). It is at the interval that you choose the relic you want to open, not the start of the mission.

    • Intact 2500 energy
    • Exceptional 5000 energy
    • Flawless 7500 energy
    • Radiant 10000 energy

    You can also choose to save the energy for the next interval

    • eg if you want to crack into a radiant and you only have 6000 energy you can spend 0 energy and use it on the next interval.
    • Alternativly you could spend 2500 energy and crack into an intact, and save the 3500 for the next interval.

    Relic Tier (Axi, Neo, Meso, Lith) has a multiplying effect on the energy requirements to open the relic

    • Lith x1
    • Meso x2
    • Neo x3
    • Axi x4

     

    The Process for getting energy;

    • Energy is collected and is considered a 'resource'. This way the process is not limited to a per mission basis, but can carry between missions. You can enter a mission with energy in stock. Energy however 'decays' over time and will slowly trickle out over days/weeks. Lore: Something about void energy equalises throughout the universe.
    • Enemy energy is worth 10% of their affinity value
      • eg if an enemy would be 100 affinity to kill, it's 10 energy
      • eg. An Intact would open at 250 basic enemies killed. Eximus/Heavies etc are obviously worth more.
      • Scale with enemy level
    • The combination of energy scaling with enemy level means that while you could open a Axi relic by only running level 1 missions it will take an extremely long time to reach 40,000 energy required to open the relic. However doing missions with level 50+ enemies will be considerably quicker.
    • Capture enemies are worth more energy, lets say 500points. The reason they are capture targets could be because they contain more void energy which has made them stand out above the peons.
    • Spy terminals/caches... something something these are worth 100points, doubled if no alarms.

    Pros

    • You can passively open relics while doing any activity in warframe.
    • Relics are no longer restricted to enemy levels
    • Relics are not tied to specific tile sets or enemy types

    Cons

    • I have not outlined relic reward sharing, but I would say it uses the same current method.

    Issues/Notes

    • Scaling energy with enemy level is an unknown, Needs a way top prevent exploitation, perhaps a cap at level 50 enemies or some sort of logarithmic multiplier.
    • Drop chances are not effected by other players and their choice in relics. Could be considered a pro or a con.
  19. The Good

    • Really enjoyed the quest, I didn't really like second dream but TWW was a great contiuation.
    • New tileset is amazing
    • Loving the the new guns; they seem like fun over function
    • The update was generally bug free for me

    The Bad

    • Transferance feels really clunky, activating transferance then immediatly being slammed back into your warframe without notice or seemingly obvious reason is rage inducing. Because of this (and no real reason to use transferance) I will be generally ignoring its existance, much like Focus :(
    • I assume transferance ends any running warframe abilities? This is another reason I won't be using it. I play slow Equinox mostly and building up an 80% slow takes 10-15mins depending on enemy level, it's too much to lose it for a 2 second activation.
    • Stealth mechanics seem broken
    • Kuva: I have no understanding of Kuva farming. There's some floaty gazal armour looking things we have to pickup?
    • (very much an opinion) Still doesn't seem like much for MR22+ players todo. Sortie rewards have been tweaked, but in a way that makes them even less valued to a MR22+ player. Endless fissures are nice (haven't tried them yet) but if I have to farm endless missions to get relics, just to play against an enemy that has moments of invincibility (when they spawn) as well as nullifier hell, I'd just rather go straight to the void (or any other endless) and not deal with that BS.
    • I've done the quest, tagged along in a squad to get enough Kuva, leveled up the new gear.... now what?

    The Unknown

    • Soooo sortie wriaths are in invasions? Does this mean Gorgon Wraith is still unobtainable? A grineer update/quest seems like a perfect time to reintroduce that weapon hint hint ;)
    • The quest tileset (the mountain) is damn purty, seems a waste to only use it once, and have it playable only once.
    • Riven mods: the one I got has some pretty BS hoop jumping (solo interception = yuk) just to even show what it is. Probably another part of the game I will ignore.
       

    My Suggestions

    Kuva: As mentioned by others, another resource is excatly something we didn't need. Maybe DE could introduce composite resources? 100 x Ferrite + alloy plate = Kuva or something like that. If the foundry had the ability to churn out tonnes of that stuff easily that would allow us to get rid of our millions of resources without introducing new resources we have to farm

  20. I'm in the cave and upto the part where I stun the Golden Maw then activate transferance on it. The stun is fine, but when I press '5' for transferance it does nothing and the Maw just gets up.

    I have Alt+F4 to get out (because no quit option) but now it has put me at the start of the Maw section which is way to rage inducing for me me to complete again unless I know I can get past the Transferance part.

    Anyone else experience this or am I just noob?

    Edit: There are reports of UI bugs where the controls are not displayed to explain how to do things, with that opens the possibility that the control being displayed is the incorrect on. Is '5' the right key to be pressing?


    Edit: (post HF 19.0.1) I assigned an alt key for ability 5 and spamming that button instead at a stunned maw worked for me and I was able to progress. I chose '0' (zero).

  21. 8 hours ago, djternan said:

    For them to make any changes they would have to see if the increase in people purchasing in smaller dollar amounts of worth the people who were willing to pay $50 anyway but switched to the cheaper bundle.  I for one will never spend $50 on the accessories pack but I would consider $20-30.

    Exactly. I don't want DE to lose income, but the suggestion is to make purchases more appealing and accessable to players, which in turn will (hopefully) increase sales of real money bundles.

     

  22. I know this may not be a popular topic, and may not be a popular sugestion. So I'll start this with; DE have got Warframe's free2play model pretty spot on, and of course they deserve to make money.

    That said, I would like to see a monthly booster + platnium bundle available. A monthly booster allows greater control of when you are using a booster (unlike a 90day booster), and if this includes a small amount of platnium, many would instantly purchase any new content DE releases that month eg skins, weapon bundles etc.

    Numbers are just placeholders (as usual) and prices are in Australian dollars.

    Platnium Prices 2.0 ;)

    Using myself as an example;

    - I want boosters 24/7/365. I've had boosters and now not having them sucks. However, I have been putting off buying a 90day booster as currently there isn't much for me to do. A 30day booster lets me choose with more granularity when I have my boosters running.
    - I'm not a big buyer and seller on the trade markets although I've done my fair share. I have however sunk a huge amount of plat into forma & fashion frame so the need for platnium is definitely there.
    - I don't want to buy prime frames/weapons anymore, to me it takes the whole objective out of the game, farming Void is (or used to be) my jam.
    - I want prime accessories

    Currently my options are as follows

    - If I want boosters I have to spend $56 per 90days ($224 per year)
    - Prime accessories are included in that
    - If I want platnium I best wait for 50%+ off login reward then spend $110 for ~4300, let's pretend I only do that once a year :'(
    Overal this is a cost of ~$334+ per year to get 360 days of boosters, Prime Accesories & 4300 platnium.

    So if I were to suggest a change it would be as follows;

    $25 = 30 days credit & affinity boosters + 350 platnium
    If you buy 2 of these bundles within the 90day period that a Prime Access is running you get given the prime accessories as a bonus.

    Introduce a <$20 Prime Fashion bundle that only includes cosmetics
    Neither of these bundles is effected by login reward discounts.

    What does this mean in the end?

    For players who only want all Prime Accessories
    Currently: $224 (360days of boosters, 0 plat)
    Vs.
    Proposed: <$80 (0days of boosters, 0 plat)

    For players who only want all Prime Accessories & some boosters
    Currently: $224 (360days of boosters, 0 plat)
    Vs.
    Proposed: $200 (240days of boosters (in 30 day chunks), 2800 plat)

    For players who want Prime Accessories, 360 days of boosters and platnium
    Currently: $334 (360day boosters, 4300 plat), upto $448 without 50% off login reward
    Vs.
    Proposed: $300 (360day boosters, 4200 plat)

    For players who want Prime Accessories, 360 days of boosters, platnium and Prime frames/weapons
    Same as currently, $600 per year, 4x Prime Access

    But WHYYYYYY!!!???

    If you got this far and read all that you're probably wondering "why make the change at all?". In essence the change is about options and flexibility. It reduces the amount of booster time and introduces some platnium into the mix. In the last 90 days I spent at least 30days logging in and logging out for rewards. If I was running a booster, 30 days of it would have been wasted. However in October we had the halloween skin bundles to which I imediately spent ~400p+ purchasing. See where this is going? With a ($56) 90 day booster with 0 plat would have wasted at least 30 days and could not have purchased the skin packs, but a ($50) 2x30 day booster would have not wasted any booster days and allowed me to purchase skins as they are released. End result: A happier Me :D

    Thoughts?



    Side note: 'Subscription' is a dirty word IMHO, and I didn't want to use it but there could be an option to auto-renew each monthly bundle.

  23. I agree with the gist in general. Ultimately it comes down to this;

    • Ability to stay in a mission, even if the majority of players wish to leave ie no forced extracts

    How this is implimented is entirely upto DE.

    If I was to suggest a solution it would be as follows

    1. when a single player initiates an extraction a 30 second countdown begins
    2. this countdown is a timer for other players to reach the extraction IF they want to extract and remain in that persons squad
    3. the countdown reaches 0, and all members at extraction leave the session and are put into their own squad/lobby
    4. players who did not reach extraction or chose to stay behind are put into their own squad
    5. the remaining players can extract when they wish, and the process repeats itself.

    In the case of downed players whiile the extract timer is running, they are given the option to Revive or Extract.

    This method also stops that instant teleporting of players who are not at extraction.

    Side note, I would like the ability to join a endless mission even if it has been running for 20mins. I would happily forgo the initial rewards as long as it put me in any matchmade mission with other people.

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