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Phatz

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  1. Alright... Here is my 2 cents on the whole situation. I will mainly focus on the acquisition and re rolling aspects of Rivens with respect to the design philosophies and goals of DE as a whole. 

     

    Riven Rewards in Sorties

    This idea has been bounced around quite a lot here but, should you roll a riven, you should be able to pick which type you'd get. Splitting up Rivens 5 different ways increases the dilution of the reward system and will do nothing but frustrate the average player. If creativity and choice is really the engine that drives this entire system, It is only logical for us to actually have a physical choice in which riven to receive. 

    Riven Unlocks

    I assume that this will not be a popular idea, but the reason people invest in rivens is because they want to receive one for their favorite weapon, not simply to have them as a means to "balance" their surplus that is left unused. This has already been mentioned in much greater detail by other users, so I won't dwell too much on the subject. Again, if creativity and choice is really the engine that drives this entire system (I will be saying this a lot), It is only logical for us to have this choice as well. Here are list of my favorite weapons in game:

     

    Burstron Prime

    Dex Furis

    Braton Prime

    Flux Rifle

    Lanka

    Dera

    AkBronco

    Sobek

     

    If a riven drops for me and its not any of those guns (minus the Soma, Tonkor, Simulor) then my first instinct is to get rid of it in the market.... asap. I have an extensive arsenal of maxed out weapons... I know which guns I like, which guns I don't, and which guns I do like but can't use in higher level content. My list however, remains unchanged. You could say that this "inspired" choice but in reality the choice was already made for me. I have my list of guns I like, and I am not the only one that has said list. The unlock process in my "perfect world" would be: 

     

    Riven drops in sortie, I choose rifle riven

    I stick that riven in my burstron prime

    I do the quest to unlock (this quest is still controlled by RNG)

    Riven is unveiled, NOW the rng process can begin

     

    In my opinion, if theses two systems are already in place, there would be very little need to even balance out kuva cycle costs, rng of stats or anything. The implementation of this system has given players two of the most important choices they could make: 1) what kind of riven I got 2)what kind of gun can i use it on. Even if RNG is particularly cruel, the amount of frustration on the player's part would be severely reduced as they now have the following options: 1)sell in the market 2)re roll until satisfactory 3) jump back into sorties to try again. I can say with a great degree of confidence that the average player, whether a new one or a veteran, would have very little problems going through the process of acquiring rivens IF this was the process that they are subjected to. 

     

    The Reroll Process

     

    Let's assume for a minute that the aforementioned suggestions have already been considered, and determined to be not in line with DE's vision of  "creativity and choice". Then I propose another solution. This is inspired by games such as Diablo 3, The Division, Destiny and many others who have had growing pains with loot rerolls.

    In the diablo system you have a set amount of primary/secondary attributes to a piece of gear. The amount of these attributes is directly proportional to the quality of the item. Legendary get the most, basic items get the least. Lets look at Riven Disposition. We have faint-neutral-strong, and the basic principle behind it is similar to item quality. Why not have "Strong" rivens have the most attributes and "Faint Rivens" have the least attributes. It's only logical that riven quality would have this sort of system in place. It supports the desire of DE to "reinvigorate" older, less used weapons (the ones that get Strong Rivens) while controlling the Exponential growth of power by meta weapons without excluding them from this system.

     

    The reroll process is simple.. You pick one attribute to reroll. Let's say I have a Burstron Riven with 3 "Primary" attributes (damage/crit/multishot) and 1 "secondary" attribute (-firerate). I now have the option of re rolling that crit (which will pull from "primary" attribute pool) or maybe find a less punishing "secondary" attribute (which pull from its own secondary pool) RNG, and Kuva costs apply here, and quite honestly, this is where RNG becomes less of a frustration but more of an excitement on the player's part. If I was faced with this situation i would certainly take the time to go over all my options, which is the kind of "choice and creativity" that the player base appreciates. Optimization is still controlled by RNG, but it is applied in a way that both logical, fair, and exciting (in my opinion). There are less layers of it, but where it exists is in parts where it counts the most. 

     

     

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