Jump to content
Update 39: Isleweaver: Share Bug Reports and Feedback Here! ×

Recommended Posts

Posted (edited)

I don't have much time so I'll keep this simple. Let me know what yall think and maybe give some support to get it into the game >.<.

 

Situation: We reach wave 5 in defense or 5 min in survival mission and ppl extract.  These first 5 waves and 5 min of survival is extremely boring :(.

 

Solution: give battle pay for each tier of rewards. So for a defense mission that requires 3/3 wins for battle pay, a the player that successfully reaches wave 15 satisfies the quota of 3 victories in a single game. Similarly for survival, a 15 min run satisfies he battle pay requirement 3 of 3.

 

For battle 5/5 defense wave 25 isn't too difficult for most as well (1 or 2 Tenno can carry the rest if need be).  Same with 25 min survivals.  Granted I think I only see those 5 mission battle pays for invasion- extermination missions.

 

Anyone else like this idea?

Edited by Quizel
Posted

Id even vote for something around making 5 waves or 5 mins be more required than doing higher times/waves.

 

Risk vs reward, if you go higher you need to do less total amount, but its more risky and rewarding. We will still have the morons leaving at 5 if they change it to what you are proposing.

Posted

the fun starts when enemies reach lvl 60+

you have to wait almost an hour before that on most survivals

they need to add a missions type where you can set your own enemies lvl and density of spawn

Posted (edited)

@Hybridon Wish I knew how to properly quote >.<. Anyway, I get what you're saying Hybridon.

 

 

 

Perhaps maybe at least the battle pay progress could be awarded for each teir you progress through regardless if you fail so that there's significantly less risk. Only bonus affinity at end would be at risk.  Being that the first 5 waves/min are practically worthless in that regard, it'd be win win to keep going. Hope that makes sense to you/everyone.  Also, really don't like this revised solution but it would satisfy your issue I believe.

 

Do you agree though that the first 5 waves and/or 5 min is kind of boring and repetitive to repeat?  I personally just hate having to re-que a bunch of times and mindlessly complete the missions for battle pay.

 

@Syle, yeah I had the same thought as well about user control over map tile set, enemy type, enemy starting level, and mission type.  The feature would be provided after the player had unlocked it by playing through the solar system.  It would not make sense though to be able to do that (doesn't exist in the star chart). Unless of course it was merely a simulated battle provided by Lotus as training within the dojo.  All affinity and loot found acquired during the simulated mission can be awarded after.

 

Once again though, could render current star chart nodes as a desolate wasteland. -> significantly fewer players would queue up for the standard content. Would make the game feel dead maybe.  Maybe not though who knows.

Edited by Quizel

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...