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Elite Mode Starchart? A possible solution for the "Lack of Endgame" problem


(PSN)Jedi_Arts_
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I'd be happy with a lvl 100+ elite Star Chart. Mostly because I'd finally be able to do endless missions already starting at lvl 100 and going up from there. No more dealing with the boring first hour. But knowing DE, even if they implemented this, they'd just find another way to nerf it, like making enemy level scale a lot slower than the normal starchart, exactly how they did it with Arbitrations. 🙄

 

EDIT: I honestly think a part of the "lack of challenge" issue is that vets with all their gear maxed out and new to mid level players still working on their incomplete builds end up playing and farming the same content, missions, etc. We all need to go to the exact same nodes when new frames, gear, primes and content get released. Then that content needs to be balanced to the newer players to be able to complete it and vets just find themselves fighting lvl 20s to farm the newest frame. There should be an alternative to this, this "elite" Star Chart suggested here. Sure, would split the player base, but I think the pros would outweigth the cons. DE wouldn't need to try to balance enemy and content for all players of all levels anymore. If they don't want to add endgame content aimed _only_ for geared out vets (ESO and Arbitrations were both compromises, let's be honest), they should at least make these two "difficulty" tiers. One regular Star Chart and another that is lvl 100-150+

Edited by --END--Rikutatis
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On 2018-11-28 at 7:57 PM, (PS4)teacup775 said:

For those liking endless, they could enjoy the quicker onset of crazy. But remember, most people do 4 waves and out because they are farming. And here harder enemies just because is does not add value. A real elite mob or mini event that has crazy to beat (or just annoying little bastards) but a huge reward might be different (like legendary loot midgets and other special enemies).

Strongly concur.

 

In my opinion, all missions should have reward/resource/credit multipliers that scale with enemy level. (Even if they only matched the affinity multipler scaling it would be better than we have now.)

-For the base star-chart and for higher level Alerts that would mean greater reward scaling.

 

If DE were to implement an Elite Mode Star Chart that allowed for enemy-level difficulty scaled from MR  similar to Simulacrum, but also allowed for the average MR rank of players in mission to be factored in as the enemy scaling percentage accelerator & enemy spawn accelerator; that would be closer to better scaling for end-game.

The higher your MR the more of a threat and thus the more enemies and higher enemy scaling incurred. (Hopefully giving some meaning to MR outside of Unranked Mod slot capacity and other inventory capacity thresholds(loadouts slots/void trace/syndicate daily rep)*

(since CR combat rating is no longer a present in-game marker for scaling enemy difficulty. Like when it was used for Tactical Alerts to restrict a players loadout)**

I had hoped we would have had a Gate/Portal (Sanctuary mode) that allowed same endless mission types but with different game modes being tied together: Exterminate to Mobile Defense to Spy, to Survival, to Hijack, etcetera.

Similar to Divisions West Side Pier Resistance mission mode. 

•Division was an endless Horde mode with a Boss after every 5m

Warframe could simply tie all the mission types together, where Capture leads into Sabatoge, which leads into Assassination(Could also be G3/Zanuka/Stalker/Tomb Guardians/Juggernaut Behemoth/Kuva Siphon), which leads to communications Interception or Salvage(like the earth interception event), which lead to a Spy, Capture, Hijack/Defection/Rescue (Escort mission)* , then Mobile Defense, 5 wave Defense, Extermination, 5minute Survival, Rathumm, Index, Assualt...

even to where each boss fight could imbue players with matching Vault Dragon key so that a vault being opened is the mission objective.(Matching* so that if a player disconnects the vault can still be opened.)

Combined with scaling enemy spawns and scaling enemy level leading to scaling reward multipliers would be better for promoting harder starting enemy level for better rewards.

 

DE seems to be doing a decent job adding more content to expand the amount of things to grind or do, but not really increasing the challenge nor allowing for ease of farming by scaling the amounts received.

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6 minutes ago, (PS4)MrNishi said:

DE seems to be doing a decent job adding more content to expand the amount of things to grind or do, but not really increasing the challenge nor allowing for ease of farming by scaling the amounts received.

Yeh, DE has been adding grind, but more than a few streamers have asked did Fortuna live up to the hype. 

While no one has been out and out disappointed, the over all response has been luke warm.

The recurring theme: game play (bounties) is stale.The grind is still not very engaging for the large space they've created.

I’m on console so I will see later.

DE tried incursions on POE which is a start at random events, but mission variety ... ugh.

All combat is a mono diet of flat unemotional hoard. 

We could find the trail of or other tells, pick it up then track and hunt elite groups (i’m all for conservation, but gimmie big game, large spider not withstanding). We could have extra tough mobs with something special like a key to unlock something else on map, or loot midgets. Something whacky. Something toothsome. Something emotionally engaging. Something inventive. DE has sat on mission and mob design laurels for waaay too long and they are entirely complacent. Grudge enemies need to show up. Grudge enemies need spice.

They spent a lot of effort on k drives and standing system.. but eh, archwing. I wanna steal a vehicle and hit and run or roll by some defenses. Launch k drive or said jacked vehicle at a mob or a combustable and watch them explode. 

 

 

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10 hours ago, JalakBali said:

the difference, with my idea, that new players would have no chance in this mode, thus splitting the player base.

Why would new players have access to the Challenge Mode? Either idea should probably be unlocked late enough into the progression of the game so that there would be no need to have these concerns you're talking about. Elite Startchart isn't splitting anyone if it's unlocked late enough.

 

10 hours ago, JalakBali said:

In order to make something a challenge, murderizer weapons and killframes are not supposed to be effective, right?

If Saryn (or any other frame you want to use as an example) is amazing at the beginning of Elite Mode, that's fine. We don't need to completely "Neuter" everyone to make the game better. Raising the base enemy level to 100 makes the Day-to-Day of the game more interesting for more frames. It doesn't have to be the theoretical "ideal challenge" to be a lot better than the Status Quo. However, since you can go Endless a LOT faster starting at level 100, people can do that for a better challenge. Don't pretend that stuff doesn't fall off later. Saryn and a lot of other frames do begin to fall off the later you go. The majority of people who try it are going to hit that point where they realize they can't continue. Because most people aren't going to have that perfect squad comp.

Keep in mind I'm trying to create more options as opposed to less. Elite Mode gives us faster scaling. We get something of value. If we wanted to take off all of our mods, we can already do that. Though people are not doing that because they don't want to. That might be a good indicator of how well Handicapped mode would go with this community. I'm not saying it's not a good idea, but I feel like everyone is just going to miss their stuff after a while and want to go do something higher level. Cause that's how Warframe players are.

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On 2018-11-29 at 4:02 PM, DreisterDino said:

It would be nice if this is gonna happen.

Or at any other place in the game, like Fortuna bountys, just an option to chose your difficulty.

Suggested this in the Feedback section there after the nerfs:

  Hide contents

 

 

I do find it interesting that more and more people are having the exact same idea that I did. I noticed that the first comment on your thread was talking about an overall hard mode for Warframe as well. Your post was in a very similar vein, but referring to Bounties. I think this goes to show that there is a lot of demand for something like this to happen. Players want the ability to start enemy scaling a lot higher than it currently starts. And the longer until it happens is kind of just wasted time. I don't want to see veteran players still having to go fight at level 40 to farm items or play open world missions for yet another year or something.

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On 2018-11-30 at 7:44 AM, --END--Rikutatis said:

I'd be happy with a lvl 100+ elite Star Chart. Mostly because I'd finally be able to do endless missions already starting at lvl 100 and going up from there. No more dealing with the boring first hour. But knowing DE, even if they implemented this, they'd just find another way to nerf it, like making enemy level scale a lot slower than the normal starchart, exactly how they did it with Arbitrations. 

Yes exactly. Skipping that dreadful waste of a first hour is a very important part of this. The fact that scaling still starts so low is pretty counter-intuitive. And I really do think it's a waste to slow the scaling like they did with Arbitration. It just defeats the purpose. I'd hate to see that keep happening. 

 

On 2018-11-30 at 7:44 AM, --END--Rikutatis said:

I honestly think a part of the "lack of challenge" issue is that vets with all their gear maxed out and new to mid level players still working on their incomplete builds end up playing and farming the same content, missions, etc. We all need to go to the exact same nodes when new frames, gear, primes and content get released. Then that content needs to be balanced to the newer players to be able to complete it and vets just find themselves fighting lvl 20s to farm the newest frame.

Yeah exactly they are still balancing the entire game (which has a very multi-tiered player base) around the exact same low-tier enemies. Veteran players should not have to waste time playing against level 20 enemies, ever really. There's really no excuse for that to keep happening 5 years into the game. We haven't even really talked about yet how that can ruin the game for new players too when they are in squads with players many mastery ranks above them. Those higher MR players are looking to wipe out the map ASAP so they don't have to play another second of this dull farming mission. And that ruins the fun for the newbies too. Nobody is having fun 😂. And those high MR players are probably going to take what they got out of those missions, go test it out in the Simulacrum for a while, and then go play another game. Because the Simulacrum is not a real mission. I've had a lot of people try to convince me that we don't need this, but I think the evidence is clearly there. There's a reason that the "No Endgame" mantra is kind of a cliched phrase in this game. The enemy level is the problem.

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On 2018-11-29 at 1:32 PM, (PS4)teacup775 said:

Most star chart maps offer nothing with higher level (see sorties) to farm and most missions are without any emotional flavor. Does any one really farm a node because they love the location? There’s no story element, nothing to nodes.

Every planet is a unremarkable series of the same missions for irrelevant world reasons to fight bosses of no emotional import.

I think I'm beginning to see a little better where you're coming from. Warframe's story isn't their strong point, its' true. But I think part of that is because they don't have a huge amount of development resources. So whenever they come out with lore updates, they are usually pretty far in between. But they really do put in a good effort each time. I thought that the Sacrifice and the Second Dream were really amazing quests, and I think the emotional import was there. Only those took a lot of time for DE to put together. So we're just not going to get that sort of story very often. But since the Mods, Warframes, Weapons, and Combat are the selling point of the game for most players, those are going to get more attention. 

As for farming certain locations, there are several places that do hold some emotional value for me. The Void is somewhere I loved playing for a long time. Since Prime gear no longer exists there, there isn't an incentive to go back which is kind of a shame. Also the Earth visual rework is really amazing to me, but I have no reason to go back there either. Obviously enemies are a definite one shot on Earth maps.

The main thing I meant with farming though is that when a new items come out (or if you just need resources or something), the farm is going to be on a low-level Mission most likely. So until you finish that farm, you may not even be playing level 50. It may be level 20. And you just have to grin and bear it until the farm is over. I'd rather those day-to-day operations be a little more interesting. Because those missions are probably the majority of what people are playing.

 

On 2018-11-29 at 1:32 PM, (PS4)teacup775 said:

Spend the key in some way to beef up the enemy level (matchmaking pesents a challenge here but maybe people could just use recruiting) and add several challenges to any mission type. Of you kill the mini boss, they loot splode. These might act like beacons to add loot midgets or other mini bosses in game who “go after you” for some reason other than faction related, or you hunt them. Maybe they want your kavat or sentinel for the illegal pet trade, or your syandana. Players will certainly relish some sweet swag. And my god, add some relevant storyline tie in to the new war. Build some in mission in game anticipation.

I definitely get the value here. There are a lot of things that DE could do to spice things up. Hopefully they are good at listening to player feedback in the future. After all, some of the best ideas for things like this come from the players.

Edited by (PS4)Jedi_Arts_
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On 2018-11-30 at 10:08 AM, (PS4)teacup775 said:

Yeh, DE has been adding grind, but more than a few streamers have asked did Fortuna live up to the hype. 

While no one has been out and out disappointed, the over all response has been luke warm.

The recurring theme: game play (bounties) is stale.The grind is still not very engaging for the large space they've created.

DE tried incursions on POE which is a start at random events, but mission variety ... ugh.

 

Yeah one of  the missed opportunities with the open worlds is actually filling up the worlds with something to do. Just searching around and having varied encounters. Maybe systematically capturing entire bases. Instead the worlds are empty. And incursions are the only real attempt they've made at spontaneous encounters, but the depth is not there at all. They have been talking somewhat about adding more to the open worlds, which is promising. Hopefully they can fill those places up with some life and intrigue. Because right now, they're just empty.

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3 hours ago, (PS4)Jedi_Arts_ said:

The main thing I meant with farming though is that when a new items come out (or if you just need resources or something), the farm is going to be on a low-level Mission most likely. So until you finish that farm, you may not even be playing level 50. It may be level 20. And you just have to grin and bear it until the farm is over. I'd rather those day-to-day operations be a little more interesting. Because those missions are probably the majority of what people are playing.

The void, the derlict and lua I should say are areas that do have some flavor. Challenge rooms (lua is partially broken) and such. They also make better use of verticality.

Unvaulted relics mag and nova and previously nyx and rhino all only drop from the void (and syndicate packs), so they do parcel out a reason to revisit the void. Syndicates usually sport a mission there several times a week. Otherwise I just putter with dakata hoping to collect that stance or raid the derelict cause 4 keys 50 health and armor, nerfed mobility and damage while egg hunting at least is a small change up.

I keep good old excal lethal but thinly armored for some missions, just because. He was my first frame, so he’s fashioned up and a glass cannon. (no defensive mods or life strike). magus nourish is the panic button. Umbra is a monster but dislike abandoning warframe poster child.

I’ll resist the temptation to pine for some rework love on excal here.

Tactical potatoe had an interview with scott, and its good to hear it because they do have a lot of sentiment following this thread. The issue is resources and DE has what is a custom engine, which means they need to build all the tools. All that piles on dev costs. Thank god for zbrush or whatever other authoring tools they make use of. Built on unity, warframe is not.

 

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12 minutes ago, (PS4)teacup775 said:

Unvaulted relics mag and nova and previously nyx and rhino all only drop from the void (and syndicate packs), so they do parcel out a reason to revisit the void.

except for bounties being so incredibly more efficient, especially for axi since you cant abuse the relic rewards on axi with ukko and that other capture mission by playing max str/movement speed volt and finish every mission in sub 50 seconds igt. those arent reason to visit the void, not that it'd matter since to everyone who's been playing for a while, level 45 enemies on Mot might aswell be level 1 enemies. they have about the same thread level if you arent afk.

12 minutes ago, (PS4)teacup775 said:

The issue is resources and DE has what is a custom engine, which means they need to build all the tools

changing the level of an enemy in a mission isnt limited by dev time, it's limited by someone gatekeeping highlevel content. Do you have a link for that interview? Because since a fairly long time my view on endgame has been that there simply isnt anyone on the DE team who actually plays the game like a player whould.. which whould explain lots of things.

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1 hour ago, iHaku said:

changing the level of an enemy in a mission isnt limited by dev time, it's limited by someone gatekeeping highlevel conten

if you follow this thread, we’ve touched on why raw level increase doesnt offer much per se: eg there isnt much of a reason to farm earth nodes with lvl 100+ enemies. nothin there (t1 grineer caches or spy rewards? tsch) or it doesn’t matter for the mission type. hoard mode simply is a monotone blur.

I’d say also there are lots of different kinds of players. Some like endless missions. Some get bored after 30 min of hoards. 

Bounties are beyond boring and hard on my hands (repetitive stress), even with archwig. At least with relic packs your syndicates yields stars, sculptures, resources (from the starchart) and around 6 to 9 relics. 3 syndicate missions take about 20-35min total if you milk them for the medalions. 2x or 3x syndicates.

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1 minute ago, (PS4)teacup775 said:

if you follow this thread, we’ve touched on why raw level increase doesnt offer much per se

if you followed this thread, people also presented counterpoints to this.

1 minute ago, (PS4)teacup775 said:

eg there isnt much of a reason to farm earth nodes with lvl 100+ enemies.

Just make a reason then, simple as that. you really couldve came up with a simple reason yourself. for example just give us resource increases as compensation. i much rather farm level 100 IO for oxium if i get more oxium per hour. even if it's the same oxium per hour, it's simply more fun. i quit the game a couple of times because i had to farm something that i knew whould put me in a situation of farming level 20 enemies.

Or make a unique resource that can be used to just buy other resources with. bad ratio so it's not better then farming the actual resource, but if i constantly play at high level, i can sometimes just go and buy whatever i need real quick instead of sitting down 10 minutes in some stupid low level mission.

the actual returns are nothing more but numbers that can be adjusted.

Maybe it's different for you and you enjoy killing a hundret level 10 enemies  with 1 button for the thousands time just as much as the first time you did it but i and many others simply dont. Enemies on my gear level directly equal more fun for me since they increase difficulty and reward using a better loadout instead of being rewarded with using whatever garbage i have laying around.

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11 minutes ago, iHaku said:

Maybe it's different for you and you enjoy killing a hundret level 10 enemies  with 1 button for the thousands time just as much as the first time you did it but i and many others simply don

I’d recommend reading the thread cause you’re mouthing off in a conversation out of context.

High lvl enemies don’t make bland missions any more fun.

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1 hour ago, (PS4)teacup775 said:

if you follow this thread, we’ve touched on why raw level increase doesnt offer much per se

 

55 minutes ago, iHaku said:

if you followed this thread, people also presented counterpoints to this.

 

 

At this point I think we just need to agree to disagree on enemy level.

Personally, I am still very much of the opinion that Elite Mode Starchart would be a huge positive for the game. Maybe it's not a positive for everyone (for example, people who have opposed it on this thread probably won't care to use it). However, it's also not a negative for these people, because choosing not to use it would be easy.

The Upside of the idea is huge for those who care, which is a lot of people. Evidence of how many people would appreciate Higher enemy levels can be easily found on the in-game chat. The massive proliferation of Riven trading also offers plenty of evidence for the demand for Higher enemy levels (as Rivens make no real difference in low level missions). The majority of Youtube build videos showcase game items far above Starchart levels. New Warframes DE makes are not really taken seriously until it is clear that they can succeed is High level missions. I consider all of this to be evidence of the Community's demand for Higher level enemies.

The Upside is high. The Downside is low. I don't think I've heard any significant downsides for an optional system (and it's hard to imagine there are any, people can just turn it off). There's really no harm done with trying. It would also take a low amount of Dev resources, and that's about as concise as I can make my case. 

I also agree with the idea that DE needs to make mission types, enemy mechanics, and story a lot better. However, it's also kind of a separate discussion (maybe better served by its own thread?). It takes a lot more Dev resources, a lot more ideas, and a lot more testing. These are also goals that DE at least tries to implement with new content (even if it does't go too well). But I would totally support any of these aspects of the game to be better than they currently are. Both ideas are not mutually exclusive.

Edited by (PS4)Jedi_Arts_
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36 minutes ago, (PS4)Jedi_Arts_ said:

The Upside is high. The Downside is low. I don't think I've heard any significant downsides for an optional system (and it's hard to imagine there are any, people can just turn it off). There's really no harm done with trying. It would also take a low amount of Dev resources, and that's about as concise as I can make my case. 

Sure, but there is already a model for this: Greater Rifts from reaper of souls. Higher lvl grifts are available as you beat more difficult content. You pick the lvl you want to play. You get more loot and better loot (set items), but importantly Elite packs scale in numbers, size and number of modifiers. You have to tackle several different packs simultaneously and deal with them within a time limit. 

I dont think min maxers care about the star chart. They care about a couple endless runs with certain enemy types.

Blizzard understood it wasn’t enough to just pour on the same mobs at higher level.

 

36 minutes ago, (PS4)Jedi_Arts_ said:

The massive proliferation of Riven trading also offers plenty of evidence for the demand for Higher enemy levels (as Rivens make no real difference in low level missions).

I’d suggest the reason is people (read males) want broken gear just so they can splatter stuff. The majority of it is about possesing the baddest gear. They don’t want to do endless runs, but want to look like they can so they can impress their possie.

Edited by (PS4)teacup775
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2 hours ago, (PS4)teacup775 said:

I dont think min maxers care about the star chart. They care about a couple endless runs with certain enemy types.

Now what exactly do you think people who min-max, or even simply people that wanna play endgame see in endless missions that doesnt exist in the starchart? Did you even read any of the posts in this topic? By now i have to assume that you're just trolling.

2 hours ago, (PS4)teacup775 said:

I’d suggest the reason is people (read males) want broken gear just so they can splatter stuff. The majority of it is about possesing the baddest gear. They don’t want to do endless runs, but want to look like they can so they can impress their possie.

i think my brain just melted from reading that. It's probably as close to being sexist as you can get away with, isnt it?

2 hours ago, (PS4)teacup775 said:

Blizzard understood it wasn’t enough to just pour on the same mobs at higher level.

that's what grifts are tho, way to argue against yourself LOL

grifts level are just enemies with higher stats. they dont actually get more mods, that's a lie from you. enemies from level 70 upwards (or even 60?) always have 4 mods (which is max level, one can get in about 15 minutes max from anyone who played less then a day even in seasons after a reset) and grifts can only be started at level 70. so they always have 40 mods in any grift from level 1 to 150. all they have is higher numbers in health and damage. grifts literally just multiply level 70 base health/damage, they are an extension of the torment system which does exactly that. that's the same higher level enemies do. more health and damage.

even more enemies doesnt do anything. if i can oneclick oneshot 100 enemies at level 50 with an aoe 4, what stopps me from oneclick oneshotting 200 enemies at level 50?

Edited by iHaku
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1 hour ago, iHaku said:

Now what exactly do you think people who min-max, or even simply people that wanna play endgame see in endless missions that doesnt exist in the starchart? Did you even read any of the posts in this topic? By now i have to assume that you're just trolling.

It’s a randomly generated map. Beyond enemy type and the scenery, you could be be anywhere.. like ESO for instance. The starchart means nothing. The point, is buffing the star chart is irrelevant for “end game” which people see as meaning “add bullet sponge” to regular game mobs in an endless mission, because, hyuk hyuk, bullet sponge teh haaaard.

Min maxing in this game is ridiculous. I rarely if even bother to change farming load outs for most sorties. I solo them daily. I solo floods daily. Why? Because for most missions enemy level is irrelevant to the mission goal. It’s only meaningful in the sense that you can get one shot or dotted to death. I’m long gone before most of the AI react.

 

1 hour ago, iHaku said:

think my brain just melted from reading that. It's probably as close to being sexist as you can get away with, isnt it?

Considering it’s a common topic, and standard view, even amongst men, no. Guys compete in part by showing off their possesions. Grown men, working men, joke about it.

Considering your petty swipe about fighting lvl 10 enemies, take your medicine. I solo run (sleep walk) thru sorties and floods daily. I run thru the derelict with 50 health and shields, hobbled and extinquished. You think I really care about enemy level that can already one shot my frame? I don't bother changing gear. I don’t spend 30 min maxing (i’ve had to wait for players like that) for a level that takes 5 min to run and for enemies I’m going to blind, cc, void dash or walk and/or parkour right by. 

1 hour ago, iHaku said:

grifts level are just enemies with higher stats. they dont actually get more mods, that's a lie from you. enemies from level 70 upwards (or even 60?) always have 4 mods (which is max level, one can get in about 15 minutes max from anyone who played less then a day even in seasons after a reset) and grifts can only be started at level 70.

I played ROS for years, grifts for a long time and put it down years ago. Prolly mixing them with nephalem rifts. 

The high order bit is grifts are qualitatively different. What you and most are talking about is simply amping up level of common enemies from the regular campaign. The same stuff in the same location with the same level of boring. Gifts are different, Blizzard worked them that way and that is my argument. End game to me would demand use of parkour, timing.. skill. It would mean tangling with enemies that do more than march at you. Yet warframe is a game of gear not skill. I’ve walked out of a 1 hour arbitration, bored out of my mind. Higher level enemies would do nothing to change that fact.

The reception of Fortuna bears out my sentiment I think. While DE has added new enemy units, it’s received as bland. They need something more. The activities other than collecting stuffed toys(!) have gotten mixed reaction. I suppose tho people will start demanding end game floofs.

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  • 1 month later...

I must say, watching the last devstream I really do feel like we will be getting more difficult content. Scaling the difficulty and having more focus on different forms of enemies and gameplay totally make me feel optimistic about 2019's developments. 

+1 thumbs up for DE.  

 

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5 hours ago, THE_ZEEK said:

I must say, watching the last devstream I really do feel like we will be getting more difficult content. Scaling the difficulty and having more focus on different forms of enemies and gameplay totally make me feel optimistic about 2019's developments. 

+1 thumbs up for DE.  

 

I'll believe it when I see it. I mean, they did say ESO and Arbitrations were going to be this super vet challenge as well... and then proceeded to nerf enemy starting levels down to 60, among other things. 

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  • 3 weeks later...
On 2019-01-24 at 1:29 AM, THE_ZEEK said:

I must say, watching the last devstream I really do feel like we will be getting more difficult content. Scaling the difficulty and having more focus on different forms of enemies and gameplay totally make me feel optimistic about 2019's developments. 

+1 thumbs up for DE.  

 

I agree. When I saw that Devstream, I felt like it basically answered the request I was trying to make in this post. I have to applaud them for what they are trying to do, and I urge them to follow through with it. Reopening the discussion of game difficulty is needed for this game right now especially if it is going to compete with titles like Anthem in 2019. After everybody finished Fortuna (which wasn't a lot of hours of content in the end) it just served as a reminder that the main game itself was trivial and boring. Aesthetics and Open Worlds may bring some people to the game, but It won't keep people in the game. The difficulty rework needs to come in 2019, and span across the game on an optional basis. If it's isolated like ESO and Arbitrations, then the majority of missions we have to run for Resources, Farming, etc. are still going to stand out as a huge problem.

On 2019-01-24 at 7:01 AM, --END--Rikutatis said:

I'll believe it when I see it. I mean, they did say ESO and Arbitrations were going to be this super vet challenge as well... and then proceeded to nerf enemy starting levels down to 60, among other things. 

Yeah it's going to come down to our feedback. We have to hold them to a higher standard this year. Hopefully we can get it across to them that whatever fancy gameplay options they try to implement won't matter if the enemy level math continues to be grossly under-calculated for veteran players.

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