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(PSN)sprinic1501

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Posts posted by (PSN)sprinic1501

  1. I have an idea. I think it would allow a space for end gamers and those who want a challenge to thrive, but also not exclude the casuals (as I am a casual).

    Make no mistake though, I think this should, while not excluding casuals, but geared towards end gamers only (seeing as it is true that they have nothing going for them atm). To get to the differences to make both happy I have to explain the basics of the system first:

    DE has already said that they would allow us to, eventually, augment the starting lvl of a node, so why dont they do it this way:

    Allow people to augment the starting level of the node they are going to after they have completed the star chart. I would say allow all nodes to be augmented (just for the fun of it), but only have 2 or 3 nodes per planet (including one for the boss of that planet) apply to this system, because to be forced to do the whole chart over again may get tedious. Anyways, make it so that each planet has a starter lvl cap on its enemies. Have this cap up until the highest lvl node for each faction, and have that node scale to whatever desired number; at no added benefit (again, just for the fun of it). For example, earth would go up to lvl 300, at max, for starter enemies, Sedna would have a max start lvl of, say, 1500, but could be scaled higher at no additional chance for reward. Then what you can do is have a whole sequence that allows room for warframe to grow and change; you could even give these missions different mission goals.

    Anyways, what you then can do is: Finish the original chart to unlock ability to change starting lvl except that 2 or 3 nodes (including the boss) are locked on each planet, but the first one on earth. Beat that earth node at a certain minimally high starter lvl and unlock the next node, finish that at a minimally high node and unlock the boss, and then: finish the boss, and I recommend the boss's abilities and/or AI be reworked for these higher fights to keep it fresh. I also recommend boss stages and things you have to do to move from stage 1 to stage 2. Then once you beat this boss you get a special sealed item and can move to a different planet with a higher lvl start cap and higher minimally high start requirement (for this system).

    Keep going like that, ie:
    node (at minimally higher starter lvl)
    node (...)
    boss (...)
    new planet
    node (...)
    node (...)
    boss (...)
    etc

    Then you get to the final planet's boss and beat him. I would recommend having a new node open (like the Jordas Golem node opened up on eris after the quest) and have that be a multiple sequences long boss that has hordes and everything. Let that be the end of the end game bosses who just drops his own special unsealed rewards. And thats it for what the basic concept is, but:

    Now, what makes this good for casuals and EGers (end gamers); is the reward system. Going back to the nodes: the nodes will give a certain tiered key based on the planet it is obtained from. These keys are then used on the individual planet's boss's sealed item. Tier 1 keys from earth, for example, would be used to open the sealed item of earth's boss and guarantee a certain minimum drop from this sealed item, but with a chance to get something better. So, say there are 15 rewards (just example numbers) then Tier 1 has x, y, and z chances to get rewards 2, 3, and 4 (of 15 rewards unique to these planetary bosses), but has a 100% chance of getting reward 1 if nothing else. Then planet 2 would give a tier 2 key, for the second planet's boss, that would have a chance of unlocking rewards 3, 4, and 5, but guarantee a drop of reward 2 if nothing else; and so on down the line. And, as I said the End of End Game (EoEG) bosses doesnt use this drop table and doesnt drop sealed items. You beat him and you just get your ready-to-use reward.

    Now, heres where the two types of players split off: Going back to the keys... they should drop in fragments, say you need 5 frags for a single key to use on a boss's sealed item. Say, on earth, the minimum starter lvl for getting keys, on an originally lvl 10, is lvl 60. You finish that and you get a fragment. However, if you finish it at lvl 300 starter you get 5 whole keys. Basically, higher the difficulty and the more keys frags you get. the increase should be non linear. Likewise, if you beat the boss at the minimum starter you get one sealed item, but if you beat it at lvl 300 then you get 5 sealed items. Then for the EoEG boss: I absolutely recommend this boss, since it should be a brand new one, have at least 5 sequences. Based on the starter lvl of the boss in sequence 1 determines how many of the sequences you get. Say you start at only lvl 150. You only do 2 sequences, but if you start at starter lvl 1500 you do all 5. The more sequences you did the higher your chance for getting his better rewards. This way the casuals can do all of the content by keeping to the minimum required starter lvls at around sortie lvls (say 60s to 170 or 200), but the more you challenge yourself the faster you get to the boss's reward drop table, and the better chances you have at getting superior rewards from that drop table. This is to give true end game so allow for the end gamers who are doing lvl 300 on earth to ALWAYS have a higher key to minute ratio than a casual doing them at lvl 60. So, sure, you can do lvl 60, or lvl 100, or 200, but the best time to key ratio is ALWAYS doing max difficulty. This ensures that its about end game, but its still open to casuals, and doesnt devolve into it being another conglomeration of speed run spammers. Its suppose to be end game... casuals may play if they want to, but they will make slower progress for it and have worse RNG. RNJesus only smiles on the strong and time dedicated in this game mode. Thats the price they pay.

    Heck, if DE wants to they could make the EoEG bosses the return of the raids. Just make the "raid" all about boss sequences. Make it truly challenging... including, maybe, no reviving and only 3 lives or more lives but no team revives. Someone that, at max lvl especially, will make even LifeofRio smack himself, like he "smacks" everyone else, for wanting end game 😛. The only thing that DE would have to make really good are the rewards, the balance thereof, and the new bosses/boss fights.

    A side idea is having one of the nodes drop a specific item that calls the boss to the EoEg boss's node. That way new item callers could be added later and so new (EoEG) bosses could be added. Or, it could be a planet of EoEG bosses and you need a certain item, or items, to access their nodes... obtainable from various nodes in the star chart fought at specific starter lvls. Im curious as to what you think?

    • Like 1
  2. For the Love of All that is Lotus, PLEASE DE Do not nerf anything. Do not listen to this man. And, please do not add more cooldown timers. I hate mobas. I play this game specifically because the powers are powerful and consistently usable. I like magic, casting, and games where you can just cut loose and feel badass. If I cant spam my powers, *and* do work, im not having fun. 

    All due respect to you tenno, but I completely disagree with all your things. A mutually beneficial way to make us both happy is for DE to leave the foolishness alone, and introduce tougher game modes, etc. Buff things, into your liking, and I can feel free to join in or avoid it. Dont nerf, into your liking, and screw me over in the process. I dont play this game for "thinking" and in-depth strategy. No no, no no. Please no.

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