AshenSwift Posted March 28, 2014 Share Posted March 28, 2014 (edited) (No, this is not Void Reward Tables, this is Void Keys themselves.) Right now there is a problem for people to try to find the tower keys they want/need in order to get the tower missions to get the parts they want. I'm not going to even touch the Void reward tables since that mess has been massacred time and again. Instead, I'm going to focus on the Keys themselves. Solution ONE: Tokens All current tower keys get converted into "Tower Key", number of Key gained is based on each keys rank. Tower II keys give two "Tower Key", etc. All survival/defense Key rewards are converted similarly, tier 3 survival gives three Tower Keys. When you choose the Tower Key in the keys window, you're confronted with a selection window for the mission type and tower level. Tower level determines how many Tower Key are used to play the mission. ===== Solution TWO: Crafting Same survival/defense key reward as above, however instead of "Tower Key", they become "Tower Key Parts", and then craft the parts into the desired keys, BPs in market like the derelict keys. As above, tower level determines key parts required. Current keys do not get converted. ===== Trying to knock down the RNG walls one at a time. Edited March 28, 2014 by AshenSwift Link to comment Share on other sites More sharing options...
Solus_Ipse Posted March 28, 2014 Share Posted March 28, 2014 (edited) This is a good idea and while I'm sure similar ideas have been suggested many, many times over, RNG is what I believe to be DE's 'time buying' strategy. Besides the reworking of damage 2.0 and maybe melee 2.0 whenever it is released, all of the new content has essentially been more weapons and warframes to grind for (discounting maps/enemy units). Grinding that has a predictable method, while much more appealing to players, significantly reduces playtime unless its at an extraordinary level of grindiness to compensate. For instance, in order to get a T1 Capture key, I would have to run 10 separate 15 minute survivals to have a 90% chance to obtain at least one key, or 3 times for about 50%. That's a lot of time spent, not to mention then having to run about 10 T1 captures to then get 'uncommon' rarity parts at about 90% chance. And this is the easy kind of key to farm...T3 keys are obtained at best with a 50% chance for just the tier, nevermind the specific key, at 15 minutes on high level survivals. To make it equivalent, it would be like making it RNG-free by having a player grind 6 'key parts' for a T1 key which would be obtained via 15 minute survivals...and they would have to separate key parts for each tier, and make it 50% to obtain a T3 key part in high level survivals. In this case anyone would see Warframe is inherently grindy, and there would be zero comments or posts about obtaining rare items in very short time-spans which would boost community belief in gambler's fallacy/skinner's box behaviour. The main reason I can guess as to why DE does it this way is because once everyone obtains their new content it is very easy to rank and get bored with. As I understand, Warframe's appeal comes mostly in obtaining things rather than the core gameplay, and DE can't possibly have enough time to develop more 'content' without RNG's helpfulness in maintaining at least a fair proportion of the player-base unable to 'complete' the game before newer items emerge. Edited March 28, 2014 by Solus_Ipse Link to comment Share on other sites More sharing options...
AshenSwift Posted March 28, 2014 Author Share Posted March 28, 2014 Numbers can be worried about later.However, there is such a thing as too much grind, hopelessness, and just general buggery. The void reward tables are practically laughable now, especially with them doling out the same rewards over and over, or even T3 void missions giving T1 keys as rewards. Not even funny anymore. I can understand grind, but when you can grind for hours and hours and hours and see zero progress, there's just no point anymore, and now people can't even grind because they can't get what they need out of the grind before that, things have progressed to the point of ridiculous. RNG, whatever. Grind, sure. But there's TOO MANY RNG WALLS to get to the RIGHT grind. If they're worried that people will quit because they've done everything, they've misunderstood and mistrusted their fanbase, and if they think they have to make us work even harder to get what we want so that we won't stop playing, they might have overshot just a little. Most of the fans will entertain themselves while they wait for new content, by helping new players or their buddies. But now even hardcore players can't even get content that came out two three weeks ago despite playing hours every day. It's too much. It's easier to get bored doing repetitive tasks with no accomplishment than it is to get what you want and go goof off with no goal but what you set for yourself. There's a reason MineCraft is popular. I'm going to reiterate what has been said by hundreds of players hundreds of times. "Grind is not content. Weapons are not content. Entertainment is content. Fun is content." Link to comment Share on other sites More sharing options...
Solus_Ipse Posted March 28, 2014 Share Posted March 28, 2014 You hit the nail on the head, but as I said, Warframe's current appeal is not the core gameplay but in obtaining stuff. Mods, Prime stuff, you name it. How to limit 'getting' that stuff? RNG grind-walls. However...I did actually enjoy the first time I used Nova's M Prime with a maxed stretch. I did enjoy forma'ing my Latron Prime to be a killing machine. But there isn't enough variety beyond that. Something's lacking in the fundamental gameplay. Could it be all the illusory choices we're given? How to get on the right path? Redesign the core gameply from the ground up to be engaging and free-form. I don't know how DE could do it, but I think they're trying with damage 2.0 and the purported melee 2.0. Link to comment Share on other sites More sharing options...
Neogeo Posted March 28, 2014 Share Posted March 28, 2014 What make you think they wanna change? They intentionally create the problem in the first place. If they want T3 key to be reasonably accessible, they won't nerf the drop rate. The solution is simple, just revert the nerf. Link to comment Share on other sites More sharing options...
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