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Lemonpartydragon

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Posts posted by Lemonpartydragon

  1. "No" Current Leap is the worst iteration of LCL that has yet appeared. It makes the tradeoff for mobile gameplay significantly higher than it should be. Part of the problem is the complete nullification of energy regen; the other (larger) part is the screwy energy economy metagame, where players casually regenerate 1e/s for free. Both of these things should change.

    Directly pertinent to NCL:

    1. Revert the mod to its old incarnation: -50 eMax/+0.1 Mobility. This created a meaningful tradeoff where taking extra Mobility meant giving up most 4s and giving up the ability to spam lower-cost abilities. This was good for Conclave as it incentivized either building for power usage or learning to use lower-tier powers more strategically.

    Less directly pertinent, but still important:

    1. Reduce passive energy regeneration and change in-round orb spawning as necessary. Energy should not be an abundantly free resource; this leads to thoughtless power spam and nullifies the skill-based element of map control such as can exist when fighting players for orb spawns. Removing skill-based gameplay is inherently bad for Conclave.
  2. On 12/1/2016 at 7:43 PM, Phasedragon said:

    On the contrary, Mesa has one of the best kits for PVP. 4 entire powers that translate well into fighting tenno. Most frames only get 2 or 3 at best that are usable. On top of that, she had two passives. Now she only has one. They even buffed the one remaining. I'd say that's still plenty.

     

    I don't think that's really responds to what I mentioned. SG is obvious and easy to run from. BB required the player to use gunplay as a vehicle for it - wasn't a direct damage power and thus barely comparable to things like Shock, Spores, Fireball, etc. Shatter Shield was good, but very short-lived. Peacemaker was just vaguely suicidal considering the standstill element (sans Waltz) and the limited range.

    Her two passives were also different - gaining eHP required sacrificing the mobility/offense play that came with a melee weapon, whereas her other passive was unconditional like those of other frames. There was no need to buff the reload passive, anyway, if the eHP passive wasn't removed. And I still think both changes should be reverted.

    Quote

    It was well above other similar powers. It got a well deserved nerf, and still performs just fine.

    I'd love to see some stats on this. Shock definitely over-performed before the first nerf it received, but afterward it was fairly well-balanced with the classic LCL/normal regen paradigm. It's only become problematic - if it even has - because of the senseless energy regen changes.

     

  3. Quote
    • Removed Mesa's no Melee Health buff Passive from Conclave.
    • Increased Secondary weapon reload speed of Mesa’s Passive in Conclave.

    Why? Mesa was unusually durable for a quick frame, but she already traded off on a lack of direct offensive abilities (BB required gunplay, SG could use direct balance rather than a framewide nerf, Peacemaker's range is suicidally low with the standstill characteristic) other than Peacemaker and the lack of a melee weapon that had both offensive and mobility benefits when equipped. Revert this, and if you're worried about frame eHP balance, go address the broken Primes that are actually a problem.

     

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    • Mirage’s Sleight of Hand traps now last indefinitely in Conclave.

    This is not good; it greatly minimizes the necessary Energy investment for a Mirage player to use this ability effectively. At the very least, the traps should dissipate on the casting Mirage's death.

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    • Changed the Martial Fury Conclave Mod from 0.5 Power Rate to -50% Power Rate.

    Is this just a text change on the mod? Please specify.

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    • Changed ‘Low Current Leap’ Conclave Mod name to ‘No Current Leap’ and +5 second Shield regeneration delay changed to 0 Power Rate

    One of the worst possible changes to make in the current paradigm of energy economy. Losing all power regeneration when the passive regeneration rate is obscenely bloated (1e/s) creates a huge tradeoff for additional mobility. The recent shift toward an anti-mobility metagame is antithetical to the gameplay of Conclave, and should not be happening. The shield regeneration tradeoff was actually meaningful for this mod - it meant that taking Mobility as a survivability mechanism directly required players to be competent in its use by diminishing the ability of their warframe to absorb direct damage. Revert this.

    Quote
    • Reduced Volt's Shock damage in Conclave.

    Why? It had already been nerfed. The AoE radius change was probably good - chain powers are silly for the same reasons as auto-aim powers - but the damage was fine. The real issue with powers like Shock is that the recent bloat to free energy from bloated regen made it highly spammable.

     

  4. Honestly, the best thing that could happen to Conclave tiles is rebuilding them all in Cephalon Spire architecture and lighting, minus the annoying little fringes of collision-free tiles at the periphery.

    Cephalon Spire is the perfect example of a well-built PvP map with no weird hitching points in any of the collision geometry, a good color palette that makes enemies hard to confuse with the environment, and an agreeably gentle lighting scheme free of aberrant glare.

  5. Today, I rolled the same awful server literally every time I joined Conclave. Why? Because lobbies were already seeded on it. I got to enjoy a selection of different enemies rubber-banding and jittering around, which made trying to aim with a precise weapon completely pointless.

    Browser DE plz

  6. On 11/25/2016 at 8:10 AM, (XB1)Tylers Legend said:

    @Lemonpartydragon

    Agreed. PVE is not PVP and should not affect it the way it does. Players with more PVE gain should not be at an advantage.

    I posted an Idea before that I really believe will help this. Sorry not trying to advertise my topic, only trying to relate with you. We see the same problem.

    I gained another idea along with it.

    Redeemable Standing that is awarded by continuous play with a drop chance based on experience (Mastery and K:D). Mastery will increase the consecutive matches needed to get the award more than K:D. The Redeemable Standing would be much like the Syndicate redeemables, but of course not found throughout the map, only awarded.

    Personal purchasable Conclave challenges that offer Gear and component rewards for building your arsenal, Purchasable with credits and standing, the rewards and quantity of reward will vary with difficulty of the challenge and type of purchase.

    This will promote long-term conclave play. Will boost the conclave player count. Allows players to increase their arsenal and progress in mastery.

    Prime gear will stay as only PVE gain, I think this is fine if they are balanced right. They should only offer a slight difference in play style and different cosmetic look. We don't want to affect PVE. Other than giving prime gear this would cause no damage to PVE.

     

    Reading your explanation here it makes much more sense than when I read your original thread. Honestly, though, I think you could probably dispense with the "purchased" element entirely; a weekly PvP-centric challenge mission with rewards from a basic pool of weapon blueprints/completed weapons seems nice. The question is how to separate it from the normal Conclave challenges.

  7. 5 hours ago, SevenLetterKWord said:
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    531d651ff8.png (872×173)
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    They don't come remotely close to Spores.

    There is no justification for Spores to deal so much damage. It is a cheap, aim-assisted ability with functionally infinite range.
    The damage should be greatly reduced.

    I've never actually looked at the tooltips for Tr(Ash), but I'm cracking up at "homing blade of pain."

    On-topic, Spores is a bit much. Nerfbat :D

  8. 5 hours ago, rockscl said:

    Just as seen before, when speaking about powers and energy theres not a single mention of:

    • Energy burning (now even posible with weapons).
    • Energy surge stage.
    • Spawn with 100 energy bug.
    • Status cleansing mechanics (excal, ember, oberon, rhino, nezha, etc).
    • Direct countering mechanics (ammo depletion, silence, atlas passive, etc).

    Its like if the whole game`s mechanical department consisted of disconnected fractions, were some are valid and others are not worth looking at when asking changes that are affected by everyone of them in synergy, so a little of context first:

    Any change to countering mechanics should be considered with the entire system of counter mechanics existing in mind, OP assumes that conclave is about mobility and aiming skills, but using the warframe`s innate advantages and countering effects comes with knowledge and practice, some players hate automatics with huge magazines, but literally dont even know what is the effect of shooting gallery, others hate every power used on them but are never seen using nullstar nor silence, it is self improvement to be able to use your powers properly in order to have the results you want, specially while the other player is trying the same, and trying to keep powers on a lower scale of usability compared to mobility is actually skewed by design and can be fixed by making cc powers more reliable. Contrary to the popular words, you can miss your powers and/or waste all your energy if you dont know how and when to use your powers, specially if the other player is better than you in that department he will avoid giving you the chances.

    About particular points:

    • Op is asking to reduce energy down to lower values than before: energy regen .33 without any mention to energy orbs limited by players in the lobby resulting in less general energy than before, at least theres no talks about cooldowns anymore, casting 4 powers at once would be even more devastating than 1 power every 25 seconds.
    • I can get behind a review about staggers on powers and opticor (no mention in the OP?, i think i see where it is actually coming from gun -cough- purism -cough-), i think that jumping should be allowed under staggered effect, but not bullet jumping, and seems like the staggering also has a mobility parameter reduction component, however im not sure, it could be just a perception, but even like that theres no mention of nullstar being able to burn even more energy than what it consumes without any sweating in the process, effortless energy burning that no significant number of players use as far as i have seen.
    • The glaxion is a nice example of the problems that warframe has with the yes/no mechanics for status procs, you sneeze a poison cloud and you die, you walk by a fire and get in flames, one of your nails gets magnetized and you lose all your energy, so unless they want to check that part of pve, the glaxion probably will need specific code in conclave, just like the simulor.
    • Rime vault is inexpensive at lower ranks, it has been posted before and needs a review, the cold proc applied for full effect is tied to the previous point.
    • Capping mobility reductions to 2 seconds in my opinion is elitist, no average player can make use of 2 seconds cc under the speed of this game, this discourages the whole mechanical understanding of warframes, which is what has been happening till now as bruteforcing with aim has been the only viable strategy in the game, which all again in my personal opinion is boring and niche.

     

    • "Energy burning," status cleansing, countering  - Irrelevant. Energy abundance independent of counterplay is the problem; relying as you say solely on counterplay mechanics such as specific frame abilities to fix the inherent problem with the in-game energy economy is not a solution and it merely over-constrains players.
    • "It's like the whole game's mechanical..." - This doesn't make sense. I'm talking about an issue inherent to the basic framework of the game mode, not about a bunch of separate balance issues. I cover why it is bad to have more energy in general, and then also why it is bad to have more energy because of specific powers, and why those powers are not balanced in the overall scheme of the game mode. If you did not extract that meaning from the post, it is likely more your problem than mine.
    • "OP assumes that conclave is about mobility and aiming skills" - Because it is? I welcome you to try winning or even being vaguely competitive in a match solely by using powers. Aim and mobility are the core of the entire game mode. Do powers and loadout-counters play a role? Sure. Is it anywhere near as large as the core mechanics of aim and movement? Not unless we have something like the current energy economy problem, where certain powers over-perform due to availability or disparities in effectiveness.
    • "Some players hate automatics with huge magazines..." - I think they're probably justified in hating them, with or without Shooting Gallery, solely because they are not balanced consistently or well. I made another thread about this. As for generalizing about how people "hate all powers," that's incredibly reductive: I am posting about problems with specific powers and their interactions with the borked energy economy of Conclave.
    • "Reduce energy down to lower values than before" - Even with changes to energy orbs, the abundance of completely free energy with no prerequisites throws off the way that numerous powers are balanced. I believe it is a bad thing to just hand every player in a match abundant access to powers, and that lowering the energy economy will revert Conclave to a healthier state in which power spam is less-emphasized and power use needs to be more strategic. This will raise the skill ceiling of Conclave while in no way reducing the need to - as you emphasize - learn the "mechanical understanding of Warframes," as a greater understanding of when it is strategically appropriate to use powers requires more player skill than wildly spamming powers like Freeze or Slash Dash.
    • "No mention of nullstar..." - As above, being pigeonholed into playing frames with specific abilities to counter broader general game mechanics is indicative of a balance deficit and is not a solution. Nova should be an option for counterplay to power-heavy players; you instead posit her as the natural response to the state of energy in general - which only confirms the problem.
    • Glaxion - It probably does need specific treatment. As you mention with the whole "yes/no" discussion, it's simply too easy for the Glaxion to push a status proc onto the target. It should have a stacking mechanic that allows gradual buildup of a freeze through continuous fire.
    • "Capping mobility reductions to 2 seconds is in my opinion elitist" - Two seconds is around twice the TTK of most broadly used weapons such as automatics or snipers. Expecting players to be able to take advantage of this generous window of opportunity probably isn't elitist; expecting that players generally display more skill than the average vegetable is just standard for skill-based games.
  9. Many recent Conclave changes have either directly or indirectly buffed Mobility counterplay. Unfortunately, the indirect buffs appear not to consider the problems with having cheap, long-duration anti-Mobility, particularly based on powers and the simultaneous buff to passive energy regeneration.

    The problem is fairly simple: too much changed in too short a time and the result is that anti-Mobility counterplay is now stronger than it probably should be, particularly for a game mode where one of the major skill components is agile movement both in and out of combat. Issues such as including the Staggered debuff on powers that previously caused a stagger animation, the fixes for Cold procs/freezes to make them more effective, and the simultaneous introduction of absurdly high free energy regeneration have created an unhealthy new metagame element.

    The biggest offenders are these:

    1. Rime Vault: supremely inexpensive freeze that lasts as long as Frost's first power and is universally available.
    2. Freeze: cheap (25e) power that neuters the target's movement for a painfully long time. Free cast every 25s because of the passive energy regeneration, or more if the Frost player grabs orb pickups.
    3. Glaxion: ridiculously long-duration freeze from even the smallest incidental hits, but the weapon itself does comically low damage and is basically just a troll-stick.
    4. Staggered: Recent nerfs to this debuff were a step in the right direction, but its easy availability on a variety of powers - particularly those with fast execution, softlock, or good tracking - gives certain frames a disproportionate advantage in open combat.

    Ultimately, moving Conclave away from mobile gameplay is bad for the game mode. Movement is a skill - one that requires deliberate practice to improve - and is one of the two core gameplay skills that have been present in Conclave 2.0 (the other being aim). By expanding anti-Mobility counterplay, DE is not fixing some skewed balance paradigm; rather, these kinds of changes simply cheapen the skilled elements of the game by allowing players to rely upon them for comparatively easy kills, rather than relying on self-improvement. That is bad, and it should stop.

    I propose the following solution:

    • Hard-cap all effects that decrease the Mobility stat of the target Warframe so that their duration cannot be more than 2s.
      • Optional addition: remove the Staggered debuff from abilities costing less than 50e to cast if those abilities include softlock or tracking of any kind.

    As I have suggested before, I would also love to see the following:

    • Decrease passive energy regeneration to .33e/s. 1.0e/s gives all players, regardless of skill level, too much access to powers.
  10. 13 hours ago, Volkeris said:

    Hey forum. So I'm making this thread because just a few minutes ago I had a very "fun" defense mission with a Mirage + Simulor. I basically had to do nothing. So I came here with a suggestion on how to change it. How about instead of making it deal damage when the Simulor bubbles form, we make it deal damage only when you detonate the bubbles? Basically a short range Penta possibly allowing other players to kill stuff, instead of having to walk behind the Simulor user.

    Simulor's fine. Here are some good solutions to this problem that you - yes, you - can implement today:

    1. Play with another strong AoE weapon such as the Tonkor, Ignis, or even another Synoid Simulor!
    2. Play with a frame that uses strong AoE powers such as Mesa, Saryn, Ember, and so on!
    3. Play with a less powerful weapon, but play better. The Synoid Simulor has a comparatively limited range, and you could just... kill things with a longer-ranged weapon!
    4. Play with a mind for efficiency; the game is probably not that good, but is infinitely more tolerable when missions go by quickly; just change your frame of mind!

    The Mirage interaction is just a consequence of Mirage's general conceptual thesis: she uses her mirror images to elevate normal weapons to new heights of power. The only reason it is more apparent with the Synoid Simulor is likely because that weapon is already the best AoE weapon for raw damage output, and making it stronger is just ridiculous overkill. Ultimately, though, everything is fine.

     

  11. On 11/18/2016 at 6:30 PM, Witchydragon said:

    Rubico is a weird edge case, where it's not horribly awkward to use like the Snipetron and Lanka, but it's not as fast as the Vectis/SVandal. It's impact damage is supposed to set it as a heavy combo weapon that demolishes shields and leaves little hp to make using finisher weapons easier, but it doesn't really seem to fit that bill. Perhaps it could use the buff as well since it would be the only obtainable hitscan sniper rifle to have a higher headshot multiplier.

    I think the problem I have with the whole combo-weapon idea sounds good on paper and works reasonably well for most guns. The problem is that snipers as a weapon class are already cumbersome in a variety of ways, between the forced scoping, gratuitous sway, and the way their hipfire accuracy is bad enough that we might as well be firing from the stocks of the rifles. Sniper TTK is already ludicrously high for the (qualitative) trouble, especially compared to hitscan autos, and giving them a little bit more leeway with headshot multipliers would help them better fulfill their niche role as precise power weapons. This buff, at least for the Rubico, would make its "combo" ability a bit more decisive on headshots at least.

    I didn't really think about the point on Rubico being the only obtainable sniper with a higher multiplier should it be buffed, but I think that is a fair point.

  12. On 11/19/2016 at 9:54 AM, Risse1911 said:

    Alright so I have been trying to farm Conclave standing for a while now and I'm only at Whirlwind rank, which is the one you are when you rank up for the second time. This has taken several weeks, or months at this point I think, to achieve and that is frankly ridiculous. The reason for this is that there simply aren't any players in the only game mode I like which is Variant. It's fun and it's as balanced as it possibly could but nobody plays it. Not sure what the situation is in US, Russia or Asia but in Europe it's always dead. Usually I check everyday if there are any players but there never are. The other game modes have few players but the game modes themselves simply aren't fun and the "netcode" is pathetic really. When you look at the enemy players, their position is updated/refreshed incredibly poorly. It looks like the game was running at 5 fps when looking at the players, even though it's actually running at 100-120 fps. And no, the dedicated servers don't help with this. This makes aiming at fast moving players incredibly hard. This isn't as big of a problem in Variant because people can't parkour 400 km/h in order to actually hit people with the Opticor.

    What I was thinking was that there should be a PVE-way to earn Conclave standing. Maybe we could work for Teshin somehow and earn standing that way. Teshin must have other interests besides watching Tenno fight each other right? I wouldn't even care if it would be slower to farm the standing that way, as long as there would a way that didn't depend on finding players to play against. At the moment I feel like there are great and beautiful content locked behind currency that is almost impossible to get.

    Lunaro is the non-Conclave way of earning Conclave standing. If you do not like PvP, there is no reason for you to play it; if you do not want to play PvP, there is no reason you should entertain any hope of receiving rewards made specifically for playing it.

  13. On 11/23/2016 at 5:26 PM, TheDerpAndMusicBrony said:

    I was thinking a melee only mode would be nice, and perhaps a sarpa/redeemer only mode- but DE would have to get creative with it, it'd be neat and would make the bursts from the sapra and one bullet shot from redeemer each with special conbos and dodging, but who knows, I'm just thinking ideas to make conclave more fun.

    POST YOUR IDEAS FOR NEW CONCLAVE MODES BELOW!

    If anything, these things should be options for private matches. As @SevenLetterKWord mentioned, cleaving Conclave into more game-types only really risks increasing the number of empty lobbies.

  14. 19 hours ago, -Jackson said:

    Honestly don't know why the servers weren't released with a browser.. Dedicated servers aren't whole lot of good if you just get thrown into random ones without an actual choice. 

    Exactly. The issue is particularly bad since individual lobbies persist on the same server as long as even one player remains in them. Being tossed into a rubbish server tends to have a much longer-lasting impact than it should because of this.

  15. 19 hours ago, SevenLetterKWord said:

    "The worst passive influence on Conclave is the limitation that, for optimal performance, players must invest both in PvE and in PvP.
    It is difficult to compete in Conclave without a fair measure of PvE investment, which limits Conclave's audience to the PvP-open set of players within a largely PvE community."
    The reliance of the Conclave arsenal upon the PvE arsenal poses a significant barrier to entry to new Conclave players.

    Still, I'm given the impression that DE wants Conclave to incentivize PvE progress, including purchases; entirely detaching PvP from PvE progress would eliminate this incentive. Perhaps players could be allowed to use all weapons and frames in Conclave, regardless of ownership, but modding would remain limited to owned weapons.

    Marketing can change to reflect content.

      Reveal hidden contents

    FTFY

    It's the exact problem of disparate Conclave accessibility due to limited PvE Arsenal progression that I hope a decoupling would eliminate. Although I do think there is room for there to be a significant problem in way of incentivizing purchases, I feel that my first proposed solution probably handles that adequately by still incorporating Platinum into the Conclave-specific market subdivision. Naturally, these purchases should unlock the weapon for both PvE and PvP, but if DE really wanted to squeeze people, they could be separate.

    18 hours ago, Witchydragon said:

    At some point it becomes a spin off game from Warframe, rather than a part of Warframe, and neither of your solutions seem particularly elegant in addressing the effect of PvE investment in PvP. 

    Making weapons like the Latron, Snipetron, Dera, Tonkor, and anything that has a Conclave skin available through Conclave (preferably not as standing rewards from Teshin, maybe have Conclave matches drop more resources?) will reduce the impact that PvE progression has on player performance. Making all non-tradeoff mods innate to weapons and frames (while clearly informing the player those exist) will reduce the significance of supercharging weapons and frames, forma, and ranking up weapons. 

    However, this primarily only affects the brand new players of Warframe who come into Warframe wanting to play Conclave because they are Ex-GunZ or S4 League vets and want to experience the epic chaos that Conclave has to offer. These players are virtually non-existent, I've literally only met about 4 (a generous guesstimate) over a year of playing, and the game is marketed almost exclusively as a PvE centered game. It's far more common for PvE players who have gotten bored of farming the primes, sorties, and what-have-you to jump into Conclave with access to an extensive armory. Still, in this case, having mods be less crucial and game-changing will help retain Conclave players.

    Unless DE starts to really highlight Conclave as an integral part of Warframe, the ability to unlock more weapons and frames through Conclave without playing PvE extensively will not make a huge difference.

     

    I think you might be mischaracterizing the solution a bit - making these weapons available through Conclave specifically for use in Conclave, but not in PvE, avoids the problem of PvE-PvP progression interactions (such as PvE vets jumping in with much greater freedom of choice in armory). As for reducing the significance of frames, Forma, etc., I do not see why making just a handful of non-tradeoff mods innate would be a problem - as it stands very few Conclave weapons even require a single Forma to achieve a full build, or only require it for a single low-level utility mod such as the map-tracking-on-hit series (i.e. Night Stalker). There would be an issue with how improving Conclave weapons with potatoes/Forma versus in the PvE game might be handled, since it can potentially increase the need for those items substantially, but that is about it.

    Regardless of whether the game is marketed as PvE-centric, advertisements can change with shifts in the prevalence of content. Anecdotal account of PvE-bored vets jumping into Conclave also risk ignoring the not-insignificant number of players who try Conclave out at lower MR/time investment and find it off-putting because of the material barriers to entry created by dependence on PvE progression - a particularly great problem when Conclave's transparency is low and these new players how easy way to know the differences in balance paradigms between Conclave and PvE. Addressing these problems - at the very least, giving players a better way to start playing Conclave regardless of their progression in PvE - would likely help in capturing a larger segment of potential new players than you think.

    17 hours ago, (XB1)Tylers Legend said:

    I am all for removing the dependency of PVE to get resources and Warframes and weapon's, but to an extent. I do not want to see PVP as a separate game, but as another fun way to enjoy the game and progress in level.

    To ease newer players into Conclave, there needs to be servers with a match making system based on experience, your K:D ratio, and Mastery.
     Maybe DE can bring ranked matches to the conclave.

    @Lemonpartydragon

     

    Matchmaking should definitely be better, but as it stands Conclave's playerbase is not big enough to merit sweeping matchmaking changes. I think our first priority should be urging DE to make changes that allow basic Conclave play to be more accessible, independent, and transparent for any given player regardless of PvE achievement.

    12 hours ago, Nazrethim said:

    I don't think Conclave should be severed completely from the rest of the game. Weapons and Warframes are balanced and seeing another player do good with a certain frame gives incentive to players to go out and seek those new frames and experiment all the content available. In fact I would prefer if Conclave had more impact on the rest of the game by making the (mostly sidegrade or gimmick) mods (except maybe the mobility ones) usable in PvE (which wouldn't terribly affect pve balance now that Riven mods exist)

    What Conclave mostly needs for now has been stated countless times:

    -Server browser, or at least a better matchmaking that throws you always on a server with at least 1 person.

    -Make all conclave mods be standing rewards, that way you can clearly see what mods are available and work for them.

    -A little better marketing, DE could organize a "tournament" now that we have dedicated servers and offer prizes to both participants and winners, it could be advertised with trailers consisting of a speech by Teshin with some videoclips submitted by players thrown in.

    -Completing matches awarding both credits and resources so you can technically fund more weapons and frames by playing Conclave.

    I imagine that the PvE game accomplishes the showcasing of varied frames and weapons quite well by itself; players already do seek out and experiment with content that they see for the few time(s).

    I agree that most of those things are important for Conclave to grow and flourish, particularly the server browser and conversion of all mods to Standing rewards. I am not as sure about awarding resources - I think it would be easier to simply make Conclave-only weapons available for a Conclave-currency or to simply make all weapons initially available in Conclave regardless of PvE progression.

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