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DrakeWurrum

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Everything posted by DrakeWurrum

  1. Largely because of how the loot tables work. Sedna loot tables A/B/C go from Meso to Neo to Axi. Mars loot tables A/B/C has Lith/Lith/Meso. Uranus is similar, going Meso/Meso/Neo. In Disruption, loot table C is only given out from the third rotation on. So if the plan is to just play endlessly in a single mission, that can work. But if you want to farm the mission while enemies are low level, going 3 rounds in Sedna could get you rewards faster.
  2. Cop-out solution. "Just leave and get a new mission" is a disruptive solution to what could otherwise be a simple co-op gameplay experience. And just because there's other farming methods that may prove to be more lucrative doesn't mean we shouldn't make THIS method as co-op friendly and fun to play as possible. With what I suggest, if you're hunting Meso relics on Kappa-Sedna for example, you won't care one credit how many Demos are killed. You don't need to change missions. You don't need to switch to solo. You just go on, play the mission, and you have a shot at the loot you're grinding. My suggestion doesn't take away from anybody else's experience of the game.
  3. I've had a thought about how the Disruption rewards work. Currently, how many conduits we defend decide which loot pool the round's reward comes from. This can sometimes make it hard for non-premade groups to work together if, say, one person wants loot table A, 2 want loot table C, and another wants loot table B... Communication is always key, but if you *don't need* the rewards from a specific loot pool, you can't exactly stop the rest of your squad from continuing to kill Demo units. (Yes, you can always play solo, but as this is a co-op game, gameplay should be co-op friendly so that those who choose to play with others don't get frustrated) Additionally, the way it's "explained" from an in-game perspective is that Alad V designed a special vault that takes special conduit keys, but destroying a conduit locks a vault "FOR-EVA". And then if you only defend one conduit and allow the others to be destroyed, Little Duck gets really mad at you... which is kinda weird? Because this is an INTENDED method of selecting which loot table you're getting rewards from? From a game mechanics perspective, I have no choice except to make Little Duck mad at me. Anyhow, my thought to sort of... tie a bow on all these problems all at once: Why not make it so defending the appropriate number of conduits means each loot table gives a reward out? So if you're, for example, on the 3rd round of a disruption node and you successfully defend all 4 conduits... you actually get 3 different rewards paid out. One from each of the loot tables you successfully unlocked by opening the vault all the way. This also helps players to speed-run Disruption missions better. Typically, if you only need the loot table A from defending a single conduit, you'll active the remaining 3 and just... wait them out. Probably turn away from the screen to do something else for a couple minutes. The game makes you feel like you're not intended to play this way, but sometimes when you're farming a specific relic... it's the only way. I think it would be better gameplay if we were instead incentivized to close out the round faster by taking out the remaining Demo units in a hurry while still getting the loot drops we're grinding for.
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