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Frostwood

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Posts posted by Frostwood

  1. Personally I think the reward is disappointing to people who already own Frost, especially a Frost upgraded with an Orokin Reactor.

     

    Now in order to actually use this reward I have to farm the same Frame again, spend all the resources/time/credit/slot/OrokinReactor for essentially a re-skin of the Frame.

     

    Which leads me to question -- Why wasn't this just rewarded as a skin?

     

    I think people would have been much less mixed in opinion about the reward if was handled differently.

     

    I saw a reaction from a streamer and he was crushed because he had just farmed Frost and upgraded it a few days before this event.

  2. you can click the bonus while rolling.

    They removed that, it was the only thing that allowed you to get a decent reward. I'm convinced that ammo boxes have a 95% chance to be the daily reward. This current login reward system does an excellent job of mocking the user by showing all the good sh!t they'll never get.

  3. Really like the idea!

    But there are some problems.

    First of all, the matchmaking and if the game can handle 8 players 2x the enviroment of a defense mission and of course 2x the mobs. (Or perhaps not the game but the PC of the players.)

    And what might be my biggest concern, like a lot of people said, why not just grab a group of 4 Nyx and go through the waves.

    Well, what I mean, there would be the problem with the team balancing. If only 1 team has a member with a maxed out Rhino with his overcharged Hek and Gram, that can have a huge impact.

    That is propably my biggest concern, how do you want to keep the balancing of both teams fair?

    Balancing teams isn't always needed if the mode is just intended for random fun. I haven't played competitive PVP shooters in a long time, but back in the day the teams were almost always random unless players switched teams or formed the teams themselves.

    The game could have a match making system automatically assign players on teams based on a ranking system and/or equipment level.

    Special mobs could always be included that are resistant to certain frame abilities like Nyx's Chaos while a bit weaker to other frame abilities (something I think that should be considered in the whole game (during multiplayer) anyways to allow for more team synergy and difficulty in the game).

  4. Did anybody else think of Enfos team survival from warcraft 3 when reading this suggestion?

    +1 to this suggestion, but if i may literally do the exact same thing you could do in enfos team survival.

    Each team builds up points over time as the waves go by, and this goes into a pool. The team captain can then summon different enemies to the other team to beat them. Like say...saving up points to summon a stalker, or a boss, or skip through to a super higher level mob.

    Yeah if DE devs can create more PVE competitive / mini modes the game will last much longer than the current state of just repeating the same assault-style 6-8 mission objectives forever. Endless Defense (which still needs quite a bit of work in terms of the reward system to keep people playing) is pretty much the only thing you have right now to test yourself if you end up maxing out your guns/frames.

  5. TL;DR

    So basically, its just the end-game content that people are waiting for DE to release/develop so in the mean time those that ald 'completed' the game just basically farm for indefinite amt of mats and credits just to stock up and wait for something 'new' to release.

    hmm maybe instead of crafting new warframes/weps to test out for those end-gamers, why not a new content such as a challenge where there can be 'squad vs squad' content on survival instead of just one squad surviving defence mission. Then the squad that survives the longest waves will get better rewards( rare mods/ rare bp of new weps/warframe) than the losing squad. However both squads still get the basic rewards (eg. credits/normal bp/ uncommon/common mods [occasional rare mods if both squads manage to get pass certain waves (eg.wave 20)] ).

    But both squads are unable to do pvp and there will be an invincible wall seperating both squads from the map but u can see through it to see how yr opponent are doing. Since the DE are focusing on more PVE content this might be a good idea so its just a suggestion :)

    This could use its own topic post for more visibility. Great suggestion.

  6. Strengthening the Storm -- Fog of War.

    Update 7.7 brought some more big changes to the universe of the Tenno, one of the most notable hidden changes (unmentioned in the patchnotes) was the mod drop rate changes.

    Play one or two missions and you notice ~65% of your mods are now common rank 2 mods, ~30% uncommon mods and maybe ~5% rare.

    One of the most glaring problems with this is the common mods are absolute trash and will not help you progress much or make you feel much stronger. Most of the common mods seem to be sentinel mods or ammo/armor mods.

    Direct Effects - The world is a bit duller, prepare to grind.

    While this game already contained a massive grind, it was a somewhat reasonable feat before with the old drop rate. You were able to combine rare mods of the same type fairly frequently in order to upgrade them and avoid the massively overpriced credit cost of combing with fusion cores. That simply is not the case any more, you're now very lucky if you find the same rare mod in within 10 runs of a defense mission. So you now have to rely on fusion cores or incredibly slow rank up rate of mismatched mod combing. This might be acceptable if this droprate change didn't bring some indirect changes as well.

    Indirect Effects - Where Have All The Credits Gone?

    Under the previous droprate, after you found all the skill mods for your warframes you were able to sell the skill mods for 1000 credits a pop. In my opinion this was the most efficient and reasonable way to obtain credits, you might even save up enough credits to be able to use fusion cores under the old system. Since almost all the skill mods are rare, their drop rate has greatly reduced and they are no longer a reliable source of credits.

    Suggestions

    Make high level mobs have an increased drop rate of rare mods. It does not make sense for level 40+ Eris infested to drop rare mods at the same chance as their lvl 10-17 little brothers in Jupiter. Why put in the extra effort to kill higher level things for the same reward? This also gives players more reason to stick around in the more difficult and more time consuming levels of the Endless Defense missions.

    Allow reward mods to be built up in the Endless Defense missions, when you choose to continue the rewards stack instead of replacing the previous reward. Obviously if you fail to cash out and you die then you collect none of these reward mods.

    Provide more reliable options for obtaining credits than selling mods. Better drop rate of credits from mobs and containers. Also possibly increase credit rate from missions since selling skill mods is not really practical any more. This might help with the "speedrunning problem" in non-defense missions as it would now be very adventageous to break containers and kill mobs for credits.

    Maybe a reduction of the credit cost of combining with fusion cores is in order after this drop rate change.

    Possibly tweak the rare mod drop rate so they're a bit more common than they are right now.

    Other suggestions?

    Please keep it civil and not just another outrage thread. Add any suggestions if you have them.

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