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houghtonjojo1

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Everything posted by houghtonjojo1

  1. Merging accounts has defiantly messed with loadouts since it seems I haven't received any new slots for going up in MR twice but buying new ones with plat still works. I too also have the shared operator loadouts and it's still bugged for freshly purchased cosmetic slots also.
  2. My question is why are people failing to get A rotation? On lower level disruptions A and B are the exact same rewards and with the higher level missions A rotation is just C rotation from lower level missions and on some planets C rotation is just objectify better rewards. I might be missing something but unless you're just trying to speed things up failing nodes is pretty pointless.
  3. The Goal of that change would make things more engaging without question, the point of the Rework idea would be to incorporate all those changes not simply remove the need for powercells. The aim would be to make the mode more like the modern approach to Mobile defence or missions like it - (Void Flood and Mirror defence) simply giving the players a mechanic to do as the mission is going on. - Kill a powercell carrier and pick up the cell - Kill enemies/Power carriers while holding the cells charges it - Deposit charged cell in extractor speed up extractor ^this removes the wait times while maintaining player engagement in the mission and removes the issue of limited core carriers in early level missions since as long as you defend it the objective will complete.
  4. I'm a returning player from a 3 year+ hiatus thanks to cross play and while I've fully caught up on quests and syndicates etc. I found myself needing a lot of cryotic for Fortuna and other things and it seems doing excavation is every bit as boring and dull as it used to be for many reasons: Enemy spawns are a coin toss. Sometimes there's nobody around for entire excavators while other times there's just barley enough to distract you from the ticking timer taking to long. Ever reliance on enemies carry power cores which ties to the enemy spawning rates. A lot of the times outside of Duviri there just isn't enough power core carriers The mission type just isn't very engaging There's probably more I can't think of right now but it feels slow unrewarding when I play. General Improvements Fix the First two things on the previous list. Rework Hardest part and one that's more than likely not gonna happen. Make the Excavator simply just a timer with no required filling of power cores (probably the least likely thing here because it requires changing challenges from the Nightwave) Change Power cores and the mechanic around them - (Instead of filling the charge make power cores actually speed up the process reducing the time required for a dig if only slightly per core, a potential tweak or addition could come in allowing players who hold the power core and kill other core carriers acts as a overcharge to the core increasing its effectiveness and decreasing the time per dig even more. The new nightwave challenge could be "Finish a dig in X amount of time") Obviously the spawn rates of the core carriers and enemies would also have to increase slightly at lower levels and potentially increase its health and shields I like a lot of the new mission types I have returned to, so many slight variations to older modes that keep the player more engaged instead of just standing around waiting for enemies to come to you and I simply enjoy just throwing ideas out there and seeing what happens.
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