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GrimKonstantin

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About GrimKonstantin

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  1. Just a couple of observations/questions, I was under the impression (from the rework stream on monday) that when you activated Wukong's Iron Staff that your clone would do so as well, but in practice he has only switched to and used the equipted primary, also, from the impressions on the stream, it was my understanding that if you were using your secondary and then switched to melee, that your clone would use the secondary as well, instead of defaulting to your primary (which he is cuurently doing). Is this the final form of the rework despite the explainations of the stream, or are they bugs that slipped through?
  2. There are four mods that seemed to have been ignored since they were changed when damage 2.0 was released. Rifle Aptitude, Shotgun Savy, Sure Shot, and Melee Prowess, as well as the Nightmare mod, Stunning Speed. These mods each cost 9 capacity and only give 2.5% status chance per rank (except for shotgun savy which gives 5% per rank), where as the dual stat mods (the elemental and status mods like Voltac Strike and Pistol Pestilence) give 15% status per rank (In addition to the 15% elemental damage!). I understand that these numbers originally were a flat chance to stagger the enemy when shot, and were powerful then (five and a half years ago), but in the current system, they are excruciatingly lacking. Is there any hope that these will be adjusted in the near future to bring them in line with the cost/effect ratios other mods enjoy? There is an additional perk that fixing these, as with the current shift of the meta towards status weapons would give another use to the much maligned Vazarin polarity on ranged weapons, where as it stands the only mods availible for it are these and cold damage (as well as a 3 corrupted or nightmare mods for ranged weapons)
  3. First, Let me explain where I cam coming from. I have played this game for 6 years now, I have over 9000 hours in steam, and in mission I am at almost 5000 hours played. I have watched the game develop from the inside and out (as the games development process is just as much a hobby to me as the game itself). I think I'm firmly in the middle of the road when it comes to Nightwave. It's a good concept, it can work, and it should be kept, but it does need some work. The "pay to sleep" mentality of the old alert system was always a detriment to the game and it's players. The community response however, has seemed to be very polarizing, and any feedback offered has seemed ot be more of a "This is what will fix it for me" rather than "this will make it better for everyone." It's the latter frame of mind I will be approaching my suggestions from. Issue 1: Time Gated Challenges The main deliniation in feedback here comes from play time, not just in volume, but in distribution. While the difference between a player who puts in 20 hours of play time a week and one that puts in 5-7 a week is obvious, both catagories have a division that isn't usually addressed, one player may play two hours a day every day, while another may only play three times a week, but play 5 hours at a time. They both put in about the same amount of time, shouldn't they both be considered just as "dedicated" to the game. The player with less time may only be on for an hour a day, but they spend that hour constantly running missions, keeping their downtime between them at a minimum. Isn't that just as much a form of dedication as a player who is on for hours at a time, but spends most of their time in region chat or the relays? The time gating issue hurts players, regardless of their dedication or playtime, although to varying degress. My suggestion to this is to take a page from what they did to the log in rewards. Limt the number of challenges that can be taken (3 elite weekly, 7 weekly, and 7 daily), but let the player choose from the list what challenges they will tackle for the week. In the case of challenges that would be repeatable, these could be clearly marked as such, but have a cooldown of 1-3 weeks, depending on if it's a daily, weekly, or elite weekly challenge. Note this would only apply to challenges that are currently elegible for repetition, it would not make all challenges repetable. This would also allow players to establish their own "roadmap" of how to achieve their goals, letting the habitually solo player focus on the challenges that will advance them best while team players could choose the ones most suited for them. The obvious downside to this is it wil inspire players to take the path of least resistance, selecting the easiest challenges first. However as long as those easy challenges are not repeatable, players will have to do more and more difficult challenges. It will also require more active involvement from the player, and require the player to coordinate friend/clanmate challenge selections, but the advantage is it evens the progression through the nightwave rank system for everyone while still requiring the same effort from everyone. Issue 2: Time Sink Challenges Challenges like "one hour long survival" or "40 wave defense" are a huge investment of time, and for some players they are not achievable at all due to either time restraints or combat effectiveness. These are supposed to be challenges though, so it's easy to see that while this issue may be polarizing to the community, both sides have valid points. I think though that my suggestion from the previous issue would do a lot to aleviate the pressure that comes from not knowing if you can achieve your goals that the current system promotes. A player will not become so infused with NoCl if they know there are alternate paths to achieve their goals. For those that feel that these challenges should be rewarded to show their extra special dedication to the game, a new "Bragging rights" reward could be added, something along the likes of the {Stratos Emblem} (but maybe a bit flashier) for completing all the challenges in a season. I do not think they should be removed or nerfed, but by adding a bit more transparency, the problems they have caused can be reduced. Issue 3: Content Gated Challenges This is my biggest issue with the nightwave system. Not because it affects me personally, but because I dislike excluding players from what should be a universal system. Now, again, my suggestion for selecting the challenges on a weekly basis will help relieve some of the stress a newer player may have in wondering if they can achieve any reasonable goals. But challenges like Orb or Eidolon fights, Kuva Fortress, or even the Silver Grove spectors are impossible for players no matter how dedicated they are in the current system. And this bothers me. However, if a selection process is used, a player, even if they are brand new, will have 9 weeks to get to the point where they can unlock the content, and they can save those challenges until they have finally unlocked the content they deal with. It will take effort from them, and I honestly despise encourging players to rush through content instead of taking it at their own pace, but I honestly think that to the players this would matter to would be playing the game at a breakneck pace anyway, and the ones who play at a more relaxed pace would view nightwave in a more relaxed manner. Issue 4: Delayed Start Player This is the toughest to address because almost any system that allows a player to catch up can also be abused to allow a player to burn through all the content. The only way I can see this being fixed in my suggested system, is that a player when logging in for the first time in a new nightwave season, be allowed to select a backlog of challenges the moment they log on, which they then have a week complete. This backlog can only occur on a new (to the player) season, so if they were on for the first week of a season, and then decided to not log on for two weeks, they would still lose out. You can't please everyone, but new players to a season should not feel like it is worthless for them to even try if the started too late. It would be a tougher burden on the player, yes, and someone who is starting now in the current season for example, would have over 85 challenges to complete over the course of the week. It is most likely the player would not be able to achieve all of them, but they should be able to make enough of a dent that they would not feel like the end tier rewards are unattainable. Issue 5: Credit Rewards This is the least common feedback I have seen, but I have seen it so I feel the need to address it. I personally see 2 issues with the reward system. The first is that they feel to have become more exculsionary, in the fact that is you buy this reward then you can't buy that one, and while I don't feel this is a problem with things like helmets and skins, I do feel it is more of an issue with gameplay impacting rewards such as Auras, weapons, and potatos, and much more so the first two than the latter one, since the potatos are a constant reward in the current system but the auras are rotated. I feel that the 50 wolf credt bundles in the rank line should be removed, and instead individual challenges give a reward based on their level. Awarding 2 for dailies, 4 for weeklies and 8 for elite weeklies would give a total of 63 a week instead of 50, but this could be balanced by eliminating the "prestige" ranks that occur once you hit rank 30 altogether. Better would be a total rebalancing of costs for rewards based on a credit per challenge system, my suggestion is meant more as a single change within the current system. This will allow part of the progression to focus more on the challenges themselves rather than just your rank. The other issue consists of edge cases that could be made of a player finally getting enough cred to buy a needed aura only to have it rotated out before they could do so and never returning in the season, leaving them to spend the credits on either something else or letting them vanish at the end of the season, for this reason I think that all auras should be availible at all times, since they have so much more of an impact on gameplay than skins or weapons. Rarity of the indiviual auras would then be refected in the cost to purchase them, rather than the frequency in which they appear. In conclusion, I want to state I offer these suggestions as just that: suggestion and ideas you may not have considered. I do not think I am in the best position to know exactly what it takes to fix the issues with the Nightwave system, but I do feel that every perspective will help in coming to a fix that will, if not make everyone happy, make everyone less miserable over all. If you read all of this, then thank you for your valuable time.
  4. OK, going to ask this again and just keep asking it until we hear anything about it: There are four mods that seemed to have been ignored since they were changed when damage 2.0 was released. Rifle Aptitude, Shotgun Savy, Sure Shot, and Melee Prowess (Edit: as well as Stunning Speed). These mods each cost 9 capacity and only give 2.5% status chance per rank (except for shotgun savy which gives 5% per rank), where as the dual stat mods (the elemental and status mods like Voltac Strike and Pistol Pestilence) give 15% status per rank (In addition to the 15% elemental damage!). I understand that these numbers originally were a flat chance to stagger the enemy when shot, and were powerful then, but in the current system, they are excruciatingly lacking. Is there any hope that these will be adjusted in the near future to bring them in line with the cost/effect ratios other mods enjoy? Or should we resign ourselves to them doing nothing more than cluttering up the already expansive mod tables and being worth nothing more than the 5-10 endo they desolve into? EDIT: There is an additional perk that fixing these, along with the current shift of the meta towards status weapons would give another use to the much maligned Vazarin polarity on ranged weapons, where as it stands the only mods availible for it are these and cold damage (as well as a 3 corrupted or nightmare mods for ranged weapons)
  5. Just adding my 2 credits in here: Everything up to the evergreen looks good... that being said. Rotation A: 4 Weapon slots - 24 plat 3 Exilus Adapters - 60 plat 3 Forma - 35 plat There is no parity in the value of these rewards, not even bringing up the small issue of Dev Stream 100 which gave me and about 50k other players enough Exilus adapters to last us for the next 9 years if you release 5 frames a year. Unlike a lot of folks here I see the value of weapon slots, since the game is always adding new weapons, but still, we have all the things, we have all the space or the spare plat to get it (at around 6k myself at the moment). As for forma, after 997 days in the current log in system (I do leave the house on occasion), I have used over 1200 forma (yes, I kept count, I have a spread sheet) and thanks to Plague Star, since as an MR 25 I had nothing better to do than help folks get through it, I'm sitting on 120 forma from this event alone. My advice: Don't look at what the average player needs, look at what the top 1% needs. That's what you should be offering, your Rotation A is like offering a corpus crewman a prova on the day he retires... haha, just kidding, everyone knows the corpus don't believe in pensions... or wages... or decency. Anyway, what would I see as a reward rather than more of the same thing I already have a ton of? Suggestions: Let's get this out of the way right now. Number One Choice for Konzu's Number One Gun? Primed Chamber. Too long has this mod been held hostage by dread villian known as [DE]Sheldon. 1050 is such an accomplishment, I feel the players loyalty should be rewarded at this level. Yes it goes against the concept of non gameplay impacting rewards but it's such a niche mod that it's not going to impact gameplay. Treat it as a one time deal? That's fine. Make it untradable for use? I'm cool with that. But having a mod that can only be won by either hitting the lottery (and I mean like the pick five not thant mamby pamby daily number) or spending about $1000 US is, honestly, hurtful, and while I love you guys, I kind of resent you for this. /hyperbole /maybe Discount on Tennogen, give use a 50% off coupon. You give 30% of the net to the creators, that still leaves 20% to you and gets more tennogen out there to be seen which makes more folks want to buy it. If the Rivens of rotation C don't come with them, Riven Slots, This is something I don't think a lot of players, even those hitting the 1000 day mark have capped out (I have, admittedly, but I think it would be of a proper value) Ducats - You figure a full gameplay day (about 3-4 hours) of running fissures would get you about 450 to 800 unless you get really lucky. 1000 ducats would be a great reward, easing some of the grind for us, which is always appreciated If you are willing to put a little extra work in and as long as the player has the choice of something else, special edition noggles. Like Noggle Primes and Noggle Deluxe Skins. Let our Noggle collection match our actual gear collections. Let's admit it's not an active part of the game and maybe entice some players into changing that fact by giving us Conclave standing or skins. They are just laguishing there and since P2P PVP just doesn't work and there isn't enough dedicated servers to change that, utilize pre-existing assets that are under-utilized in a new manner (hows that for business doublespeak?). Throw back, what about the steam sale skins? I would love a rubido tigris skin, but I'm not going to pay 200 out of my steam wallet to get one, an alternative to doing this would be nice. Looking at B rotation Kuva is always nice, and that is 14 rolls at 3500 each, this is the right idea. Endo... Not so much this. Between sculptures and whatever the FOTM farm location and Sorties, and having spent the last 3 years playting the game, Endo isn't in much demand at this point, expect players to consistantly take the kuva reward Boosters, we been at it for 1000 days, we been trading the rivens, buying the PA's or selling the vaulted primes to newer players, we have the plat to get the boosters ourselves, if we don't already have them because of prime accessories. Just like the endo, Boosters aren't much of a reward... Unless they stack, if these boosters work like double affinity/credit/resource weekend boosters then they are something special, but even then, we have built all the things, leveled all the things and forma'd all the things, this is something that is good for players still progressing through the game, not for someone who is sitting around waiting for the next content drop. C Rotation Right idea bad execution, try this on for size 2 Rifle and 2 Pistol Rivens 3 Melee Rivens 1 Shotgun Riven Use your own drop table as a metric to figure out the weight of drop chances and have each tier match it. Shotgun rivens are SOOOO rare, so even if you only get one every 150 days your STILL GET ONE every 150 days, where as in the three years of doing sorties I only have ever had 2 drop for me (not including the alerts). Did I mention the 2 that dropped for me were for the SWEEPER... BOTH OF THEM?!?!!? So TL;DR Rotation A ignores the prespective of the players you are supposed to be rewarding, as everything there is good for the progressing player, not the player who is PATIENTLY WAITING for the next content drop. Rotation B is better, but only by 33% since 2 of the rewards fall into the same error as Rotation A. Rotation C is good in concept but poor on execution, attepting to pass off visual parity (3 of each) for parity of value (drop chance). I hope I explained my position well, as I had a lot of time to think about it as I PATIENTLY WAIT for the next content new update
  6. Collegium of Steel - Ghost clan - PC by GrimKonstantin (Founding Warlord) My clan went with a traditional game asthetic, blending Tenno and Orokin decor, but I designed my dojo layout to represent a capital ship linked to a ground base via a void portal. It currently contains 67 rooms (plus 2 custom rooms created outside the dojo boundries and linked to via transporter). I have been working on this for about 4 years now (having covered all of the construction costs solo) and I'm very proud of it.
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