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timesickGallivanter

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Posts posted by timesickGallivanter

  1. 3 hours ago, (Xbox One)FCastle74 said:

    To expensive and complicated  for newbs.  

    To expensive for casuals. 

    DE will need to constantly monitor it, they won't hire to do so. To expensive. 

    Whales will have a monopoly because of the thousands and thousands of plat they already have. 

    I have to agree with you, on all points aside from the monopoly thing (on account of there already are handfuls of people who dominate parts of the market). 

    All I'm asking for is the most basic level of streamlining. We know full well that an easily searchable group of listings and basic automation generates absurd amounts of money for Valve, and their system is even more complex than what we need.

    44 minutes ago, Heckzu said:

    1. Steam funds are already paid before being used in the marketplace, just like platinum is. Who created Steam? Valve.

    2. In Warframe, each player only ever needs one of each tradable item, which means demand is very limited with respect to the population. Many MMOs create demand by making players lose items (e.g. when an upgrade fails, or when dying) or continuously making gear obsolete and forcing them to get the new best in stock gear just to be able to play. Warframe has none of these systems to continuously increase demand.

    3. Additionally, drop rates are relatively high. Literally anyone can farm up an entire prime set due to the relatively high drop chances. This leads to supply overshadowing demand on items that aren't limited-time-only.

    Supply exceeding demand leads to decrease of value. If the value sharply drops for almost everything at the same time, then there is deflation.

    4. With Warframe's current trade system, both supply and demand are invisible to players, as well as supply and demand being limited to those using the trade chat at a given time. This prevents the massive deflation that would happen with a global automated trading system.

    If there were an automated trading system such as an auction house, all of the game's supply would become accessible to every player. Because players generally don't need more then one copy of a prime or mod, this would cause supply to overshadow demand and create massive deflation.

    5. Additionally, limited items such as acolyte mods would increase in value while non-limited items drop in value, making limited items available only to whales who buy plat since selling worthless items until you have enough plat wouldn't be feasible.

    Deflation actually discourages plat purchases. When the price of almost everything is low, why buy more plat when less is all you need? The number of purchases might increase, but the quantity of plat bought would decrease due to little incentive to buy more.

    So you are wrong to believe that an automated trade system would somehow increase platinum sales. Unless DE changes their entire in game economy schema first, an automated trade system would be harmful.

     1. You miss the point of the tax entirely; Valve would get paid nothing if you, say, traded metal to keys in TF2, unboxed an unusual, then sold that unusual for a considerable amount of real world money on their market. They have a tax precisely because they want to always profit on every transaction, including the ones which didn't earn them your initial capital (i.e. adding to steam wallet, buying keys). This system, of course, was designed in 2012, and was focused on their singular trading cow TF2. Unlike 2012 TF2, there aren't players making sizable chunks of IRL money by changing nothing into something, alchemy-like. New people who come in and accrue 1000 plat for no work do not exist, nor can warframe players simply make 50 accounts and idle for quick wealth. Plat from trading is earned slowly, over a prolonged period of time, and is a direct translation of not just time spent, but effort on the player's part. 

    2. While it's novel that you apparently haven't worked on your reputation with the syndicates, bought and resold prime sets, or bought prime trash for Baro Ki Teer, I still shouldn't have to point out to someone who writes 500 words of "Supply supply demand supply need demand" that there is reason to buy more than one of things. Or sell more than one. Or trade for profit. 

    3. Additionally, all primes are limited time only. Perhaps you haven't noticed the great big, "Prime Vault Opened for xxxxxx" at the top of the homepage, nor bought have you watched the prices of sets change over time. Perhaps you've never taken a break to play one of the other hundred games that come out in a year? Never...I don't know, been laid up in a hospital and missed six months of the game? Or been so busy with work and your personal life you couldn't find time to farm up everything you need, and missed a half dozen primes entirely? While the relic system is nice, when you miss something, it's gone. Your recourse is to trade, and if you didn't have time to do an event, or farm a prime, or blah di blah, you certainly don't have time to sit in trade chat. 

    4. No, they aren't. As horrid as all the 3rd party sites and trade chat are, you don't have to be Oxymandias of The Watchmen to see the trends. The actual numbers, as with all things, don't actually mean anything to the average person. You go to the Steam market and look at things you want for whatever games you play. You can see the numbers of what's available, and at what price, but the numbers mean the following to you: "There are 1. 2. Many. Lots." You don't care that there are 5120 of an item, you care that the price says $0.25.

    5. I say again: there are already items which are stupidly expensive, while others are stupidly cheap. The sorts of "standard" mods, your continuity, your flow, intensify, steamline, stretch, your nightmare and corrupted mods, they're all easily obtainable and sold cheaply as a result. Then you have time limited things like even-only mods, high-demand items snatched up by set resellers like vaulted parts (Rhino and Ember bps in particular, whose price is far above any other prime's value). Common items are cheap. Rare items are expensive. How is this news

    _____________________________

    I am rather sick of having to state the same things in every response. The bottom line is that nothing truly l changes if we have an easier trading process, because everything about our economy is already as bad as people seem to think a marketplace would make it. The only difference being all the people like me would be paying more into the damn game, because we could get the worst part of the game out of the way and go back to actually playing, but whatever. Not like it works for anyone else. Ah well.

  2. 29 minutes ago, Heckzu said:

    lots of things which I can't figure out how to break up into separate quotes because I'm bad at forums

    First of all, Steam's Marketplace has a tax because Valve literally wouldn't have bothered making it otherwise. They wouldn't put the work into it if it didn't somehow pay them. However, if DE were to make an in-game marketplace which used all platinum, they get the exact same benefits they already have: people are trading the currency they bought from DE. Therefore, this does not change anything. Do you think they're going to be shelling out millions to host a marketplace? That the cost of upkeep would be so high that they'll be so high as to require...what? An exorbitant plat tax that would make it less than worthwhile? As I have stated about 50 times thus far, more is more is more. If trading's easier to do, there are more trades. More trades means more plat being bought. If they make more in increased sales than they do in the cost of running such a service (which cannot be much, given how much data they must already be working with on their item servers), they wouldn't even need some plat tax. As neither one of us run the budget for DE, maybe learn to use if/then statements instead of declaring it to be decided fact.

    Second, trading in Warframe is absolute rubbish. That marketplaces and auction houses are common in other MMOs shouldn't be reason to discard the idea that the process ought to be streamlined in this one. 

    Thirdly, as I have had to point out numerous times already, your comparison is a false equivalence. In warframe, 95% of our trades are cosmetics with a negligible impact on the gameplay itself. It is a different breed entirely to trading consisting of "You must have this legendary weapon to complete the last 10 raids, pay US$50 for it" or "I have 50 pauldrons I cannot use, so I'm selling them for copper/silver/gold on the auction house to buy the next level's gear with the same fake money". This is crates and cosmetics, not necessary equipment. This is all frivolous bull;. I love my primes, but we all know they don't actually matter. Apples and oranges. 

    Fourthly, in regards to "rare items [being] infinitesimally more expensive than common / uncommon items which leaves players to either having to spend real money or praying to RNGesus that those <1% drop chance items actually drop before they can earn a good amount of in game currency.": this is literally no different from Warframe. Not in the slightest. Well, the slightest. In this game rare items are infinitely more expensive. Infinitely. As in, the opposite of infinitesimally. 

    And lastly but certainly not least, I apparently need to break the news that monopolies and ogliopolies will always, always be possible in any trade system. Seeing the same people selling a dozen each of all the most expensive prime sets day after day in trade chat should be enough indication that it happens with the tedious system we have now, so let's not pretend like a trade system that isn't rubbish would be the death of us. After all, as much time as it takes to get anything done with the system we have, we're much likely to die while staring at trade chat.That's basic probability. 

     

    edit: removed the garble text after "bull"

  3. 5 minutes ago, Fugana said:

    Auction house is what ruined so many games! so NO. 

    Care to elaborate at all? 

    please don't say Diablo 3 when I've already had to go into detail on why that's not comparable, or WoW/Runescape/Guildwars/Everquest, in which the point of trading is, as I have also had to explain, is trading up incremental gear over and over and over instead of buying cosmetics which sometimes have negligible stat differences as we do in Warframe/TF2/Payday 2/every other crates-and-trading game wow this is a crazy run-on sentence huh?

  4. 2 minutes ago, toafarmer said:

    Great idea, I wonder why they never did that in Diablo 3. Oh, wait...

    It's odd that you would even bring this up, given D3's primary trade was the myriad random pieces of equipment that grew incrementally more powerful and could be acquired more easily via payment than work (for some). It's not exactly the same, is it? In warframe, the primary trade is in prime parts. A small portion is various rare mods being traded from old players to new, with an even smaller portion done in rivens and event mods and the like. As a result, the overwhelming majority of trade would be (as I've stated above) most directly comparable to the economy of Payday 2. Read: you can get a shinier version of something which may have infinitesimally better stats, but which are neither game-breakingly powerful nor necessary for general players' enjoyment. 

  5. Just now, djternan said:

    I'm afraid that an auction house might lower prices too much.  This isn't like RuneScape where the majority of items are either incredibly rare, difficult to obtain, or needed in bulk.  It seems like Rivens or certain mods like Acolyte mods are some of the few things in Warframe that are rare or difficult to get but nothing in Warframe is needed in bulk except maybe Endo.  MMO's I've played also don't have necessary items (slots, potatoes if you need them) locked behind a premium currency.  If the price of items in trade drops too much, suddenly you need to sell 5 rare items in order to earn enough plat to buy a Warframe slot.

     

    I'm not against getting a better trading system but any new system needs to be inaccessible enough to keep prices around current levels, at least for the more commonly traded items.

    Inaccessibility is never something a designer should strive for, though I can see where you're coming from. I feel prices would be highly varied based on item type and proximity to release, similar to the way Payday 2's items rapidly change in price on the Steam marketplace. Because there is no other outlet for these items to be traded in, rarity and time since release are major influences. Relics and the free-to-open crates in Payday both drop for short periods of time, drop similar ratios of rare items, and there are a variety of items which will never be again obtainable due to being out of the drop tables. I would therefor expect prime parts to follow similar trends. 1-2 weeks of extremely high values, decreasing in the time between its release and the next set's release, then a steady march back up in value which will be further increased when a new wave of players join en masse as happens from time to time in these sorts of games that encourage long-term time investments by players.

  6. 4 minutes ago, (Xbox One)FCastle74 said:

    Ok, gladly. Set it up. I want you to set up this "auction house" idea. So I can manipulate and cheat it. And I prove to you why it's a horrible idea. Especially in Warframe. I'll wait...

     

    10 minutes ago, LordLokai said:

    Yes let's just stay in the dark ages... let's bring back death dropping all your loot >,> i mean not like this is the modern day online game or something...

    I want to see you JUSTIFY rationally why an Auction House is bad for the game, and why trade chat is better option? I'd love to hear it... so i can tear it apart and explain why an auction house is better... i mean its not like trade chat won't still exist. Just ya know... we'd have an automated system and not have to deal with reading faster then the flash and superman can read... or praying someone sees our sale through a bazillion lines of text...

    The trade chat system is old and archaic plain and simple... stop living in the MUD era of gaming please come join is in the present day

    Don't turn this into a weird flame war, please. "Let me destroy your ideas" and "I'll break a new thing if it happens" aren't constructive.

     

  7. 4 minutes ago, (Xbox One)FCastle74 said:

    And I just filter out WTS WTT that way I see what some want to buy. Its really quite simple. 

    Or say u want to buy Oberon Prime, just filter Oberon and that's all you see. We do not need a "auction house"

    As someone who has been playing since a month into open beta, looking into my inventory is like examining the layers of an ice core. It is a gross oversimplification to say that I can simply sell my multitude of spares and finish off dozens of sets which are up to four years in the making by simply filtering chat to find compatible traders. Sometimes it works for buying, but selling 13 bronco prime BPs is a tad harder than you might think.

  8. 2 minutes ago, Buzkyl said:

    Except now we have chat filters which filter out a majority of Trade clutter, currently i only show people with WTB and WTT in thier messages which allows me to see what in trade chat is trending amongst buyers.

    Even this is a needless expense of time. Similar to the Warframe.market cons, both trade partners must be online at once. Why should this constraint be leveled against what must be the majority of the userbase, the people who work for a living? Those who cannot simply get to a computer and trawl trade chat all day, hoping that the guy with the riven they want is online at the same time as them? As I say above: ease of access means more trading. More trading, more plat, more money to DE. More is more is more.

  9. Just now, -Bittersteel- said:

    What about warframe.market? Works almost the same way. If you want to sell something you post your price, if you want to buy something you check what's on the market and contact the sellers. Only con, it's only on browser.

    That's an incredibly terrible con. Here are three major problems with it:

    1. Items listed on warframe.market can be for any of the three systems Warframe is available on (PC, Playstation, Xbox). Even if they tagged their system on that site (which they don't), being able to get information on just your own system without the possibility of someone accidentally of putting their listing in the wrong category. Having the listings in game would eliminate this confusion entirely.

    2. Signing in through a third party site increases the risk of fraud. As someone who's played Team Fortress 2 since before trading and microtransactions came into play, there have been several instance of individuals who set price lists and individuals who run trading, listing, and backpack sites defrauding their userbase in one way or another. In addition, as I state above there is no good way of getting values for items without personally aggregating data from various sites and in-game price checks. Putting all trading into one hub is just simpler, and given MMOs for the last 20 years have managed to make and run such systems with little to no fuss, I can't see a huge cost of effort on DE's side.

    3. Being able to buy something immediately is the largest benefit. In TF2 and Payday 2, I use the Steam marketplace frequently. The ability to up and buy something when I see it go up is the sole reason I have spent as much on those games as I have (Payday DLCs not withstanding). This is the primary point in an in-game trading streamline: more ease of use, more trades, more platinum exchange, more platinum purchases from DE. More is more is more.

  10. Hello my dears at DE. I have been around for a bit, and I believe I have a fool-proof way to improve the game ever so slightly--which of course will earn you more of our precious money.

    It is difficult to sum up trading in Warframe in only one word, as there isn't just one word which truly encompasses the experience. Monotonous. Tiresome. Boring. Aggravating. A-waste-of-time-which-could-be-spend-killing-Grineer-and-which-would-increase-PROFITS-if-it-were-easier-and-more-accessible-to-all-players. 

    Woe to the Tenno who has a willingness to spend his plat (and therefore IRL cash) on prime parts, mods, and the like. I takes a year and a day to find what one seeks, and the vast disagreement regarding the value of items between the various 3rd party sites leaves much confusion as to what to spend on any give item. If only there was a way to find items quickly, efficiently, and buy what I need so we can go back to the game instead of sitting in trade chat.

    BAM. Suddenly an idea hits our pink-shorted hero, @[DE]Steve! "I'll put in an in-game marketplace, auction-house, or whatever you want to call it! It'll be accessible through the dojo trade kiosks to maintain their utility, and because everyone will be spending more and more plat to buy things they will PAY US MORE!"

    And so it came to pass that the pigeon was let out of the everyone was happy with having a simple, stylish, efficient means of trading, and DE made so much money that they were able to take over the entire world with their newfound wealth (or maybe just London Ontario).

     

    The end

     

    yes this is a bit silly and exaggerative, but trading really isn't all that enjoyable at any rate :c

     

    EDIT: Firstly: this sort of a trading system would simply be a streamlining of the process. You don't have to get rid of direct person-to-person trading, any more than MMOs of the last 20 years have. These can co-exist. Second: because the trading of primes in Warframe and weapon skins in Payday 2 are incredibly similar in terms of how demand for individual items varies by time, rarity, and relevance, I don't feel the addition of an in-game marketplace would greatly affect the value of an item over it's lifetime significantly. If anything, it would likely increase the rate of trading due to ease of use, and increase the overall number of trades performed, as more players would be likely to sell their own items if it is easier to put something up and go to bed than idle about waiting on trade chat. Third: as the bulk of trading is done on prime parts which by and large do not have a colossal impact on gameplay, attempting to compare it to the Runescape or Diablo 3 auction houses are simply false equivalences. Again I relate it  to Payday 2: largely cosmetic items that usually have only minor stat boosts that come out in waves, and follow very similar price trends. Not items bought and sold in stacks of hundred, nor equipment leveled 1-50 with 10 levels of rarity sold, bought, and or resold on the players' market throughout the owners lifetime. This is a system of, "I got it from opening a [crate/box/relic/safe], and I don't want or need it. Better to get some coin for it by selling to someone else". So compare it to games with this same system. 

  11. Exactly what it says in the title. I was doing a t3 defense tonight (early morning 16 May, version 13.3.1) and smashed right into a stack of them while sprinting back to the pod so I could drop my snowglobe. You can even stand on them to look over those circular benches. Sort of amusing to use the heads of my enemies as stepping stools, but either way it should probably be fixed sometime.

     

    Some screens of the bug in game.

  12. Trinity:

     

    -Blessing:  Damage immunity is now based on the percentage of health healed (ie: healing 90% health will grant 90% immunity).  This should make the use of Blessing more reactive, greatly benefiting players that pay attention and monitor party health to maximize its effectiveness.

     

    Trinity by design was never meant to have such an aggressive means of invincibility, and this fix should bring Blessing’s use back in line with our original intent.  Spamming it at full health will now have no benefit.

     

    Now, I appreciate that it's annoying to rework the models so they can use the cloth physics, but giving up an on Trinity's lobster skirt and just making it so no one will ever play her again isn't the answer.

  13. Is it fair? Not really. Is it a bug? Almost certainly not. You might say the Seekers have...released the Kraken. 

     

    YEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH.

     

    But in all seriousness, Kraken is a Sicarus with the power of a Lex. It's not surprising that it can eat right through Loki with a few shots. I know my 450h/450s/65a Loki can reliably go down after two or three bursts. Just make sure not to run out of invisibility juice and block some.

  14. DE seems to be interested in making the other sentinels more desirable so that Carrier isn't the only sentinel anyone equips (as evidenced by the 25 April Community Hot Topics thread). It's not really surprising. This is a loot game, with lots of pickups sitting on the ground all the time, and collecting them is just tedious after several hundred hours of play. That's why so many of us move to the Carrier and never go back.

     

    So, I'd like to throw out this suggestion: make the item magnet mod a general sentinel ability that any sentinel can use, and give Carrier a new ability. I was thinking something along the lines of increasing your ammo pool, up to doubling your ammo at max rank. It would be incredibly useful for extremely long survivals/defenses, and make playing with weapons that chew through ammo (such as Grakata, or the various dual machine pistols) more viable. More importantly, this would make every sentinel just as valuable as Carrier is now while drastically increasing the chances of people equipping any of the other sentinels.

     

    Reddit thread where this topic is also being discussed.

  15. Will we ever be seeing an update to the arsenal screen weapon stats to indicate the various important pieces of info that are currently missing from it? Examples include things like per-bullet damage when multishot mods are equipped, crit damage values (instead of just multipliers), DPS, and the effects of channeling? 

     

    (Sorry for the long question, feel free to paraphrase if you ask it on the stream)

  16. One 30-minutes long Tower Survival run can give you 2-3 Argon Crystals. There's currently no weapon/part that requires more than that. I don't really se an issue here.

    ...if you're lucky. If you're everyone else, 50 minute survivals give you nothing, and 6 hours in the void over the course of the week gives you one crystal that disappeared by Sunday.

  17. Having conflicts *is* nothing but annoying to anyone who isn't in the biggest of alliances. Literally the only reason I would ever participate in any sort of clan warfare shenanigans is to ensure that some dirtbag alliance wasn't profiting off of regular player's efforts. What right does an alliance have to other's credits and resources, simply because they got a couple moon clans together and happened to build a mass relay solar rail there before someone else?

     

    The fact that the majority of dark sectors instantly went to 0% tax rates is nothing short of astounding. The fact that so many people are willing to put out a rail with no benefit to themselves speaks volumes about our community, and the fact anyone could see such displays of goodwill as undesirable is more than a bit depressing. Besides that, you're already going to have conflicts as it is. Alliances will form and crumble, groups wanting to use the dark sectors for profit will challenge the non-profiting alliances, leaders of large alliances will probably make informal alliances with each other outside of the game to promote coordination and attempt to reduce control of all the sectors to just them...that's just how politics work. You'll have your interplayer conflict. Just not how you expected.

  18.  

     Faction(s) fought: Corrupted

    Thoughts & Experiences: My experience has been that six hours in the void over the course of several days equates to only a single argon crystal. A hard-won resource which has decayed without being, used and has yet to be duplicated. My thoughts are that anyone who works for a living and has a life outside of their computer is unlikely to be able to accrue enough argon to build this shiny new katana any time soon. If I apologize for working my terrible night job so I can afford to eat, sleep in a bed, and have the electricity to play this game whenever I can get an hour or two to play, will you make finding these crystals less excruciating? There doesn't seem to be a single reason to have them decay other than creating an artificial hindrance, presumably to make up for the fact that most people end up with thousands upon thousands of every single resource due to there being so very little worth spending resources on. And if that's the case here, then you're going about fixing the problem wrong. Create things worth spending resources on, don't make it such that we can't collect enough to do anything with them. 

     

    Approximate Time Spent: 6 hours 

     

  19. As someone who primarily solos due to 1. a terrible internet connection and 2. a pc that can handle the game itself fine but explodes when playing with others, I support the idea of there being some variety to the dark sectors. Defense is not at all solo-friendly, and survival is just not very much fun. Give me some capture/extermination missions! Or even better idea: just have the nodes cycle between missions types. Hell, throw Raid back into it just to mix things up! There's no reason for you to be forever shutting out your solo players DE. We love you just as much as everyone else does. 

  20. Tokens don't work unless the community loves the game.

     

    With all the negativity around here everyone would just add up the total cost of all tokens to get everything, declare it an ABSURD grind regardless of how it compared to any other game or what the system's intent was, and tell DE to make everything easier to get.

    That's cynical and implausible. This entire game is a grind. Literally, everything is grinding. You grind to level items, grind to collect resources, to collect credits, to find mods. You grind a boss 20 times to get the BPs for a new frame. And for the most part the community is fine with that, because we're badass space ninjas running around in SPACE. It's grinding, but it's still fun to do. I think that, more than anything, the reason people are fed up with the void RNG is because you have no idea how much longer you have to grind to get what you need (even now that DE is telling people where prime parts actually are). Every other grindtastic system in the game has meters showing progress; resources, affinity, mastery rank, all of these have ways of showing you that you're progressing. Grinding bosses for frames doesn't, but it takes so little time that it generally doesn't matter. 

     

    I'm sure there will be people who will never be happy with prime distribution, and that's fine. No one can please everyone all the time, but that isn't a reason to stop trying.

  21. Lotus forgive me for the wall of text, I know not what I do.

     

     

    By now I'm sure you've heard mention of a token system for prime parts. If you pay attention to this forum and Reddit, you've probably heard it a dozen times in the last few weeks since they started talking about new prime items coming out. Why is this topic getting rehashed every few days or weeks? 

     

    Because a lot of people are sick of RNG.

     

    Now don't get me wrong, I love the RNG when it comes to pretty much every little thing it's used for in the game. I'm fine with how mod distribution RNG works simply because with all the time I spend playing I end up getting whatever shiny mods I need just by doing my own thing. I'm even fine with the prime part RNG, because as far as I'm concerned Excal Prime is all I need. But more and more all I hear about the prime parts is "screw the RNG", "the RNG makes it impossible", "I don't even bother with the Void because I can never get what I need".

     

    That last one is what irks me, because these are regular players, not random people who aren't all that into the game (read: casuals). These are the people who have already figured out that grinding=content but like it, and even they have given up. I know that for some of our ultra-hardcore players a few hundred void missions is a fair price to pay, but I'd wager if we put it to a poll of the whole community those players would be in a minority. That's not to say they and their opinions don't matter, but a small minority does not a happy community make. Anyways, if something is so frustrating that it's making players give up on that content, it's time to admit there's a problem. 

     

    Unfortunately, we all know that this problem is multifaceted. There's the fact that the current system dissuades players from playing the content or prevents them from enjoying it. And then here's the fact that this system isn't sustainable. The void drop tables are bloated as it is, and unless they add a huge number of gamemodes these tables will only get worse. There could be alternate places for the primes, such as these late-game badlands Steve has discussed in DC and on one of the previous streams, but these are still only vague concepts that won't be made until "sometime this year". This is a problem now, and it should be addressed now.

     

    "But we have prime part trading now", you may say. While this is true, prime trading doesn't fix the drop tables, nor does it change the fact that the current system isn't sustainable. It also doesn't do anything to make grinding for prime parts more enjoyable. And this, more than anything, is what a token system would address.

     

    A token system which supplements the RNG would, if nothing else, contribute a sense of progress to the prime drop system. Think about it, if you have to go grinding for materials to build an item, you feel good about every little bit of that resource you find. You can look at your inventory after the mission and say "Oh cool, I got two neurodes doing that mission. Only five more to go!". And because you can get them fairly reliably, you can at least have hope that you'll get those last five neurodes in just another 10-15 or so runs. (Obviously it shouldn't be that easy to get a prime part, nor am I suggesting it take that few runs to get one; those are just random numbers to illustrate my point.) If you have these constant little reminders that you're getting somewhere, that eventually you can actually get the thing you want, you're more likely to want to keep going for it. 

     

    Just in case you missed it I'll reiterate: I think this should be supplemental to the current system, not a replacement. It's not supposed to make the process of getting primes laughably easy. It's supposed to make it less mind-numbing, frustrating, and hopeless for the people who are sick of the RNG. The supporters of a token system need solace, but I've been watching this debate unravel a number of times already. I know full well that there's a number of people who feel the hard work they've already put into getting their gear under the current system would be less meaningful if suddenly a new thing came out to make getting primes a cakewalk, and though I don't quite agree with that I don't feel they should get the shaft in this either. The system should be fixed fairly and with everyone's needs in mind, because this is something that affects most of the playerbase. 

     

     

    Core components for a token system

    1. "Orokin Artifacts" (OAs for short): a blue resource drop would be added to the Void. The drop mechanics for it would function the same as the drops for clantech components in the rest of the star chart.

     

    2. The average number of Orokin Artifacts you can find in a given Void mission should vary based on the Tower. This will make it so that the people working their butts off in a high level void mission will be rewarded more than the ones playing T1 Exterm a thousand times in a row. An example distribution might be: T1 missions dropping an average of 2 per mission, T2 dropping 5, T3 dropping 8. 

     

    3. These Orokin Artifacts would be exchanged for prime parts on a black market run by Darvo (wink give us Darvo lore wink). This could be done via a room in the clan dojos, or via a shop menu (or an actual seedy-looking black market hidden on the Phantasy Star-style space stations Steve talked about two streams ago wink wink).

     

    4. These items bought on the black market would be untradable. 

     

    5. The number of Orokin Artifacts necessary to purchase a part should vary based on the number of parts in the completed item, but the total price of completed weapon or frame should be equal. This means the price of a piece for a weapon in 6 parts would be less than the price for a piece of a frame in 3 parts. This is important for scaling purposes, because...

     

    6. In the interest of keeping the system from being too easy, the total number of artifacts necessary to purchase all of the parts for a single completed item should be scaled such that anyone wanting to just grind easy missions would have to do a huge number of them. Example using my numbers from 2.: if the price of a complete item is 200 OAs, then someone would have to grind around 100 T1 missions to obtain it. This would mean they'd have to put forth the same level of work getting that prime item as some of us did in the Gradivus Dilemma to get the Brakk. Conversely, anyone who puts forth the effort to grind the T3 missions would be able to get their item sooner.

     

     

    Additional thoughts/Possible changes

    1. DE could make it so that parts for older items might require fewer OAs to purchase on the black market.

     

    2. Newly-released items might not be purchasable on the black market until the next set of prime items come out, to prevent people who find themselves with a surplus of OAs from purchasing the new items as soon as they're available. And because, you know, Darvo needs time to find suppliers. Or something. LORE. WORLD BUILDING. GIMME GIMME.

     

    3. Access to the black market could be gated by player's mastery rank.

     

     

     

    Long-term possibilities with this system

    1. When the faction system Steve described a few weeks ago is implemented, OAs could be gifted to factions to gain standing

    with that faction.

     

    2. OAs could be used as a mechanism for gating access to new content (example: being used in the blueprint of keys to new Orokin towers, vaults, ships, etc). 

     

    3. OAs could be crafted into exclusive cosmetic items/decorations for dojos

     

    4. If Steve decides to give players rooms on the Phantasy Star Universe-style space stations (furious winking), the OAs could be used to make decorations for that. Decorations like a life-sized replica of Steve that sits next to my bed and watches me while I sleep.

     

     

    Assuming you've read this far, I thank you for taking the time to read yet another of these token threads. Like I said at the start I don't care one about the primes, or how they're distributed; I just want to see the community stop being angry over this. Maybe then we can get back to murdering the Grineer, and DE can get back to working on Vor's Prize, because let's face it that thing's so far from being made not even on the Soon™ list. 

     

     

     

    Edited for formatting and my absent-minded profanity. 

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