Klokwerkaos Posted August 19, 2019 Share Posted August 19, 2019 (edited) Dear devs for railjack: So a quick player's perspective here. If you're going to give syndicates the opportunity to buff a railjack, please mirror the following regarding any possible buff: arbiters = veil (recommended buff: damage) loka = steel (recommended buff: repair speed) perrin = suda (recommeded buff: power efficiency) technically you can swap these around if you like, as long as left three and right three stay on their side, but i think this works thematically. steel: grineer are builders (and shouldn't get damage buff since steel are pacifists, supposedly), loka are healers suda is an AI, perrin is all about efficiency arbiters run deadly arbitrations, veil are assassins why am i asking for this: while it's possible to max out 4 syndicates, doing so is largely considered a PITA by literally everyone including people that do it. By contrast that is absolutely not worth it when you can max out three and it takes next to zero effort to maintain. if however, those do not mirror as proposed, you're going to end up with people: A) needing to swap syndicates which is balls. nobody wants to do that, please don't make that happen. B) some syndicates will become meta while others are neglected C) as a result of b if some syndicates are neglected this will also skyrocket prices for the non meta syndicates mods that aren't allied. what this functionally means is that those frames will cease being new player friendly because their syndicate mods will be 3X the price because nobody will want to farm those syndicates. while late game players have no trouble dropping 60p here and there, expecting a newer player to be able to be able to drop 60p for a mag augment when they didn't even know what mag was, nor an augment for her did when they selected their character is really crappy and would be a bad new player experience. you could, Make all syndicates offer 6 dudes with one buff that you could select for each, but that also means that syndicates have functionally no meaning for railjack, so why bother with them if your choices mean nothing? this way your first syndicate matters in selection because it will be your first buff you get, but it also doesn't mean you can't get the other ones if you want them without jacking up your syndicates. if you mirror them as proposed, it means all players, by mid game, will have access to 3 syndicates at max, and be able to swap any crew they would like regardless of if they picked left three or right three. this method also encourages players to get other syndicates maxed by way of newbie advice is generally just to suggest steel because of the hek augment. by that logic, veil will also go up because of allied factions, but the damage buff, if it doesn't stack (and it shouldn't) would then give players insight to suggest they should pick up one of the other sydnciates. players that support this concept, if they implement syndicate buffs, please do endorse to draw attention to it. Edited August 19, 2019 by Klokwerkaos 1 Link to comment Share on other sites More sharing options...
(PSN)Hikuro-93 Posted August 19, 2019 Share Posted August 19, 2019 (edited) I agree with this. A 3/3 balance would be the most advisable and you do provide great justification for that. Or at least 2/2/2, but that'd limit their possibilities too much imo. And I don't know about how many types of crew we'll have but I hope stuff like Kavor Defectors, Mycona, etc. are among the possibilities. There could even be a good link between your crew and the missions you run. I'd run a lot more defection if some of the Kavor I save are actually worthwhile enough and they actually come from my actions. But most importantly... Clem turret operator when??? And a Grakata giant turret for him??? I also wish to hire Corpus's employee of the month to defend my ship against the Grineer every once in a while - Mr. Prodman. Edited August 19, 2019 by (PS4)Hikuro-93 Link to comment Share on other sites More sharing options...
LSG501 Posted August 19, 2019 Share Posted August 19, 2019 Honestly while I like the idea of them having their own 'bonuses' I do find it a little unfair when it could be that the 3 you 'want' are on the wrong side to that which you've done or like me you've gone through all 6 syndicates but had to take 2 into negative after you'd maxed them to do the 'other side' (I really wish that once you'd maxed all 6 you could then go and max out all 6 without a negative effect). I've got 4 maxed syndicates (it's not actually as hard as the OP makes out) and personally I think each syndicate should have staff that can cause every type of buff and you can then just pick and choose how you want it set up based on appearance other wise it will literally end up having 'meta' syndicates for the best combination of staff. Don't forget they also mentioned open world characters etc too might get in on it so in the grand scheme of things it would be a lot 'easier' to have the same options within every group, just different visually... 1 Link to comment Share on other sites More sharing options...
Klokwerkaos Posted August 19, 2019 Author Share Posted August 19, 2019 (edited) 8 minutes ago, LSG501 said: Honestly while I like the idea of them having their own 'bonuses' I do find it a little unfair when it could be that the 3 you 'want' are on the wrong side to that which you've done or like me you've gone through all 6 syndicates but had to take 2 into negative after you'd maxed them to do the 'other side' (I really wish that once you'd maxed all 6 you could then go and max out all 6 without a negative effect). I've got 4 maxed syndicates (it's not actually as hard as the OP makes out) and personally I think each syndicate should have staff that can cause every type of buff and you can then just pick and choose how you want it set up based on appearance other wise it will literally end up having 'meta' syndicates for the best combination of staff. Don't forget they also mentioned open world characters etc too might get in on it so in the grand scheme of things it would be a lot 'easier' to have the same options within every group, just different visually... if it's only visual, then there is no point in bringing in different types of crew, other than strictly aesthetics, and that's a way to do it, but i would argue it also makes syndicate choices meaningless, and that's part of the "extrinsic rewards" steve was banging on about. player empowerment in a way that doesn't involve slicing dudes faster. and yes, you can get 4 syndicates maxed, it's just annoying and not worth it for most everyone. please note i didn't say it was hard, i said it was a PITA, meaning it's annoying busy work that doesn't have meaningful payout. Consider that nothing in this game is hard. Nothing at all. The game, If you know how to build your load outs properly, Is flat out easier than candy crush because that at least requires you to think to solve a puzzle where as wf requires you to mash your favorite one button win while you race to extract. 4 syndicates max though, is just a meaningless time synch and actually actively works against your standing to keep them all maxed. you can get more standing that is usuable, per day, with far less effort, with 3, assuming you do all missions and medallions. this is because when you have 4, if you do everything every day, you'll send one of them down a rank over time, which means, you can realistically only max out 2 per day, instead of 3. Edited August 19, 2019 by Klokwerkaos Link to comment Share on other sites More sharing options...
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