DietEbolaCola Posted May 28, 2014 Share Posted May 28, 2014 (edited) Update: I have not forgotten about fleshing out and updating this concept. I am working on organizing and developing my dozens of others as well. In addition to aligning it with prior event rewards and suspicious shipments rewards meta, plus your excellent user feedback, I also need to account for referral rewards, too. Thanks for reading! MASTERY RANK REWARDS PROPOSAL (WORK IN PROGRESS) This concept is a work in progress to improve the new player experience and increase player retention, where players earn specific (non-RNG) items through Mastery Rank. This system is intended to be added to the game, rather than replace any existing mechanics, so we would still get most of these items through login rewards, alerts, farming, or plat purchases, as well. This idea has been bouncing through my brain the last few months. I thought I'd finally get it out there. I am looking for constructive feedback. Thanks to those that have provided feedback and expressed their concerns, and thanks in advance to those that continue to do so. Notes: Currently, I have this loosely based upon prime numbers:- Every 3 Ranks @ 3, 6, 9, 12, 18, 24, 27, 30 (Skipped 15 & 18 for items below) = 1 Weapon Slot (8 Total) -- this is 1x Slot (6p value) not the 2x Slots (12p value) you get from the Market- Every 5 Ranks @ 5, 10, 15, 20, 25, 30 = Orokin Catalyst Blueprint / Weapon Potato (6 Total)- Every 7 Ranks @ 7, 14, 21 = 1 Warframe Slot (3 Total) - Every 11 Ranks @ 11, 22 = 1 Orokin Reactor Blueprint / Warframe Potato (2 Total)- Every 13 Ranks @ 13, 26 = 1 Legendary Core (2 Total)- Remaining Ranks @ 17, 19, 23, 29 = 1 Unique Item, Special Skin, Decorative Armor, Syandana, Color Palette, Animation Set, etc. These items can ONLY be earned by unlocking a particular Mastery Rank. (4 Total)- Other ranks filled with Credit Caches (2 Total @ Rank 1, 2) & Forma Blupeprints (3 Total @ 4, 8, 16) - Cross-posted to the Warframe wiki @ http://warframe.wikia.com/wiki/Thread:478167 Item Delivery You receive the item through an Inbox message from The Lotus once completing your Mastery Rank Test congratulating you on your progress.Players With Ranks Already Unlocked Those items and inbox messages should be grandfathered in for those that have already earned those ranks, so you'd get spammed with those messages if you've already unlocked a bunch of Mastery Ranks already, once the system is in place. Reward List By Mastery Rank Mastery Rank 1 - Initiate – 2500 Credit Cache + Initiate Tenno BadgeMastery Rank 2 – Silver Initiate - 5000 Credit CacheMastery Rank 3 – Gold Initiate - 1 Weapon SlotMastery Rank 4 – Novice - 1 Forma Blueprint + Novice Tenno BadgeMastery Rank 5 – Silver Novice - 1 Orokin Catalyst Blueprint (Weapon Potato)Mastery Rank 6 – Gold Novice - 1 Weapon SlotMastery Rank 7 – Disciple - 1 Warframe Slot + Disciple Tenno BadgeMastery Rank 8 - Silver Disciple - 1 Forma BlueprintMastery Rank 9 – Gold Disciple - 1 Weapon SlotMastery Rank 10 – Seeker - 1 Orokin Catalyst Blueprint (Weapon Potato) + Seeker Tenno BadgeMastery Rank 11 – Silver Seeker - 1 Orokin Reactor Blueprint (Warframe Potato)Mastery Rank 12 – Gold Seeker - 1 Weapon SlotMastery Rank 13 – Hunter - 1 Legendary Core + Hunter Tenno BadgeMastery Rank 14 – Silver Hunter - 1 Warframe SlotMastery Rank 15 – Gold Hunter - 1 Orokin Catalyst Blueprint (Weapon Potato)Mastery Rank 16 – Eagle - 1 Forma Blueprint + Eagle Tenno BadgeMastery Rank 17 – Silver Eagle - 1 Unique Item, Special Skin, Decorative Armor, Syandana, Color Palette, Animation Set, etc.Mastery Rank 18 – Gold Eagle - 1 Weapon SlotMastery Rank 19 – Tiger - 1 Unique Item, Special Skin, Decorative Armor, Syandana, Color Palette, Animation Set, etc + Tiger Tenno BadgeMastery Rank 20 – Silver Tiger - 1 Orokin Catalyst Blueprint (Weapon Potato)Mastery Rank 21 – Gold Tiger - 1 Warframe SlotMastery Rank 22 – Dragon - 1 Orokin Reactor Blueprint (Warframe Potato) + Dragon Tenno BadgeMastery Rank 23 – Silver Dragon - 1 Unique Item, Special Skin, Decorative Armor, Syandana, Color Palette, Animation Set, etcMastery Rank 24 – Gold Dragon - 1 Weapon SlotMastery Rank 25 – Sage - 1 Orokin Catalyst Blueprint (Weapon Potato) + Sage Tenno BadgeMastery Rank 26 – Silver Sage - 1 Legendary CoreMastery Rank 27 – Gold Sage - 1 Weapon SlotMastery Rank 28 – Master - 1 Unique Item, Special Skin, Decorative Armor, Syandana, Color Palette, Animation Set, etc + Master Tenno BadgeMastery Rank 29 – Middle Master - 1 Unique Item, Special Skin, Decorative Armor, Syandana, Color Palette, Animation Set, etcMastery Rank 30 – Grand Master - 1 Weapon Slot + Grand Master Tenno Badge Response To Reward Structure Feedback There were also concerns about DE being able to change or tweak the rewards reliably, especially once prizes were already given to players. Changing the rewards would be similar to the way DE handles it in the past. Players get the new reward(s) if they had already unlocked it, and keep their old reward(s) if they had already earned it. As far as Legendary Cores using this system, you get your first one at about 500+ hours of gameplay using this system (MR13), and the second one at about the 4 year mark (MR26). I don't find that unreasonable, but I suppose another "Unique Item, Special Skin, Decorative Armor, Syandana, Color Palette, Animation Set, etc" could be substituted there. I have over 1250 hours in-game (over 3100 steam hours) so I have plenty of mod fodder & credits to max stuff out with, as should most people by the time they reach MR13, so Legendary Cores aren't really a huge deal at that point. I was going to throw a R5 Fusion Core into the mix, as part of an earlier Reward set, but the Legendary Core seemed like a better reward candidate towards the later ranks. It would probably fit better if DE made Legendary Cores non-tradeable if they were to implement this, as the rest of the reward Items I listed are non-tradeable, although the 1 million credits required to trade tend to limit their circulation to veteran players anyway. I also wanted to limit it to 1 Inbox item per rank. That is also part of why I did not use the R5 Cores (or any farmable Mods) in the Reward pool. I also don't think item choice is part of the current in-game Inbox messaging system, and I hate being locked into a choice I cannot undo, especially if I have to wait months until the next one goes through, so I did not go that route. Response To "DE Losing Revenue" Concerns One day I'd also like to tell people "you can earn every item in-game" in response to new players complaining "this seems pay2win / you can only buy [X] thing with plat". The plat-only items on this list only account for 108 platinum if the player managed to get all the way to MR30. Someone calculated that it would take 5-10 years at current rate to reach MR30. Currently, you can only get to MR16 (if you started from closed beta and bought founders or participated in every event), which is 64 platinum per player, comparable to the 50 plat they already receive, and DE was nowhere near bankrupt giving out 50 platinum to new accounts. It isn't a huge chunk of the developer's income. They lose about USD $4 on a player that puts in 1000+ hours (MR16). They lose about USD $7 on a player that puts in 5+ years of gameplay (MR30). There's a good chance that the 1000 hour player has bought over $4 in Platinum. Additionally, you'll always get people that are willing to pay to get stuff NOW instead of of earning it, too.. especially as the intervals between ranking up increases exponentially. Even knowing what you would get next through Mastery Rank unlock, you'd still buy and use plat to buy something else, or to get another one, because you can never have enough of those bread & butter DE items. Again, it is a small price to pay to incentivize player retention. Retained players tend to buy more plat than ones that quit playing after a few days. It takes money to make money. DE would spend some in the short term to recoup it tenfold later on in the long run. Edits: Added item delivery note, unique item clarification under spoiler, mastery rank titles, grammar & spelling clean-up, grandfathered rewards, formatting, rank badges, weapon slots clarification, more notes from responses to feedback, wiki post link Edited July 7, 2014 by DietEbolaCola Link to comment Share on other sites More sharing options...
Deidaku Posted May 28, 2014 Share Posted May 28, 2014 Yeap , For people who invest a lot of time and money in this game this would be an excellent addition +1 Link to comment Share on other sites More sharing options...
DietEbolaCola Posted May 28, 2014 Author Share Posted May 28, 2014 (edited) I forgot to include item delivery is by Inbox message from The Lotus. Whoops. Added to OP. Edited May 28, 2014 by DietEbolaCola Link to comment Share on other sites More sharing options...
LadyScootaloo Posted May 28, 2014 Share Posted May 28, 2014 DE? Give rewards? NOOOOOOOOOOOOOOOOOOOOOOOOO!!!! IT WILL RUIN THE BALANCE OF MOOLAH! -99999. p.s. I think DE wouldn't agree with this. While it is a good concept to make a game based on ingame cosmetics(gw2, for example), DE uses it to make moolah. I highly doubt giving away free cosmetics is acceptable to 'DE'. Link to comment Share on other sites More sharing options...
kal92 Posted May 28, 2014 Share Posted May 28, 2014 +1 Nice idea ! Link to comment Share on other sites More sharing options...
Gurzil Posted May 28, 2014 Share Posted May 28, 2014 HACKS +1 Link to comment Share on other sites More sharing options...
Jithvan Posted May 28, 2014 Share Posted May 28, 2014 +1 Link to comment Share on other sites More sharing options...
Prod_Crewman Posted May 28, 2014 Share Posted May 28, 2014 DE? Give rewards? NOOOOOOOOOOOOOOOOOOOOOOOOO!!!! IT WILL RUIN THE BALANCE OF MOOLAH! -99999. p.s. I think DE wouldn't agree with this. While it is a good concept to make a game based on ingame cosmetics(gw2, for example), DE uses it to make moolah. I highly doubt giving away free cosmetics is acceptable to 'DE'. lol the game doesnt have balance :/ Link to comment Share on other sites More sharing options...
DirkDeadeye Posted May 28, 2014 Share Posted May 28, 2014 Considering the amount of time played leveling gear and farming mats and bps to get mastery this is the least they could do. Ive beem off and on since like update 5and getting to 14 was a pain in itself. Link to comment Share on other sites More sharing options...
DietEbolaCola Posted May 28, 2014 Author Share Posted May 28, 2014 DE? Give rewards? NOOOOOOOOOOOOOOOOOOOOOOOOO!!!! IT WILL RUIN THE BALANCE OF MOOLAH! -99999. p.s. I think DE wouldn't agree with this. While it is a good concept to make a game based on ingame cosmetics(gw2, for example), DE uses it to make moolah. I highly doubt giving away free cosmetics is acceptable to 'DE'. The only cosmetic items in this proposal are the Unique ones you can ONLY get through unlocking a particular Mastery Rank. Link to comment Share on other sites More sharing options...
LadyScootaloo Posted May 28, 2014 Share Posted May 28, 2014 The only cosmetic items in this proposal are the Unique ones you can ONLY get through unlocking a particular Mastery Rank. I guess if it doesn't look anywhere as good as the ones on the market, it'll make sense. Link to comment Share on other sites More sharing options...
blackflashcannon Posted May 28, 2014 Share Posted May 28, 2014 you do know mastery rank 16 is max currently because of weapon and warframe limitations right? Link to comment Share on other sites More sharing options...
DietEbolaCola Posted May 28, 2014 Author Share Posted May 28, 2014 (edited) Mastery Rank Titles and and a little changelog under "Edit" section added to the OP. you do know mastery rank 16 is max currently because of weapon and warframe limitations right? Yes, but that may or may not be accelerated through the Focus system and/or the Questing system coming later this year. Edited May 28, 2014 by DietEbolaCola Link to comment Share on other sites More sharing options...
DirkDeadeye Posted May 28, 2014 Share Posted May 28, 2014 you do know mastery rank 16 is max currently because of weapon and warframe limitations right? Yeah I remember when like 8-10 was the highest. Now were at 16 Link to comment Share on other sites More sharing options...
Allenaattori Posted May 28, 2014 Share Posted May 28, 2014 And those who are already are mastery 15+ would get all the previous rewards at once if this will ever come true? Or something similar. Link to comment Share on other sites More sharing options...
DietEbolaCola Posted May 28, 2014 Author Share Posted May 28, 2014 (edited) And those who are already are mastery 15+ would get all the previous rewards at once if this will ever come true? Or something similar. Correct. Rewards should be grandfathered in. Added to OP. Edited May 28, 2014 by DietEbolaCola Link to comment Share on other sites More sharing options...
notionphil Posted May 28, 2014 Share Posted May 28, 2014 (edited) This concept is a work in progress to improve the new player experience and increase player retention, where players earn specific (non-RNG) items through Mastery Rank. I am looking for constructive feedback. I think the Prime number based system is clever, but given that unique rewards don't show up until...say...1000 hours into the game (MR17), that's not really a motivating factor. You should also take into consideration the drastic increase in mastery required for higher levels, and thus make them more rewarding. It might take 100+ hrs to make the jump between 14 and 15 for example, but 200h btw 15-16. I think badges or exclusive colors should be rewarded at 5,10,15 then one each level from then out. We won't be seeing a ton of MR22 players for example, and the ones we do see will have already paid their keep - so don't worry too much about DE's profit margin being eaten. EDIT - but yes, overall I like the idea. Just want to see more meaningful rewards. Edited May 28, 2014 by notionphil Link to comment Share on other sites More sharing options...
DietEbolaCola Posted May 28, 2014 Author Share Posted May 28, 2014 I think the Prime number based system is clever, but given that unique rewards don't show up until...say...1000 hours into the game (MR17), that's not really a motivating factor. You should also take into consideration the drastic increase in mastery required for higher levels, and thus make them more rewarding. It might take 100+ hrs to make the jump between 14 and 15 for example, but 200h btw 15-16. I think badges or exclusive colors should be rewarded at 5,10,15 then one each level from then out. We won't be seeing a ton of MR22 players for example, and the ones we do see will have already paid their keep - so don't worry too much about DE's profit margin being eaten. EDIT - but yes, overall I like the idea. Just want to see more meaningful rewards. You raise some good points. I completely forgot about Badges, but I think those should be added by Mastery Rank Title (Tiger Badge, Dragon Badge, etc), rather than by the Mastery Rank Number. There are plenty of other perks for increasing Mastery Ranks that I didn't really scale them up here for these rewards. These rewards are just an added bonus, really. What kind of more meaningful rewards would you suggest? Link to comment Share on other sites More sharing options...
notionphil Posted May 28, 2014 Share Posted May 28, 2014 You raise some good points. I completely forgot about Badges, but I think those should be added by Mastery Rank Title (Tiger Badge, Dragon Badge, etc), rather than by the Mastery Rank Number. There are plenty of other perks for increasing Mastery Ranks that I didn't really scale them up here for these rewards. These rewards are just an added bonus, really. What kind of more meaningful rewards would you suggest? I feel that once you start getting to 100s or even 1000s of hours in a game, recognition (aka swag, as many would call it) becomes more valuable than anything else. I'm (only?) MR12 and I personally feel like I have everything WF has to offer, and way more power than I could possibly ever need. What I don't have is anything besides a few exclusives from being around a while that differentiate me from less experienced/dedicated/insert-polite-way-of-saying-newbie players. No amount of potatos and slots will do that. Yes, those perks could be given as well...but I'd much rather have things like: MR 10 - metallic copper texture is unlocked (cannot be used in the 'primary' or 'secondary' color slot for an item). MR 15 - Tracer rounds and bullet 'hits' can now be colored. MR 16 - metallic silver texture is unlocked MR 17 - can now use metallic in the secondary color slot. MR 18 - can apply a sound filter to default weapon firing sound MR 19 - muzzle flash alpha and color can be changed MR 20 - metallic gold texture is unlocked Etc. Link to comment Share on other sites More sharing options...
DietEbolaCola Posted May 28, 2014 Author Share Posted May 28, 2014 Adjusted formatting of OP to match my wiki blog version. Link to comment Share on other sites More sharing options...
DietEbolaCola Posted May 28, 2014 Author Share Posted May 28, 2014 (edited) Added rank badges to the rewards list as suggested in this thread to the OP -- thanks notionphil. Added clarification about weapon slots brought up on the wiki blog to the OP -- this is 1x Slot (6p value) not the 2x Slots (12p value) you get from the Market. Edited May 28, 2014 by DietEbolaCola Link to comment Share on other sites More sharing options...
--Q--uaint Posted May 28, 2014 Share Posted May 28, 2014 MR 10 - metallic copper texture is unlocked (cannot be used in the 'primary' or 'secondary' color slot for an item). MR 15 - Tracer rounds and bullet 'hits' can now be colored. MR 16 - metallic silver texture is unlocked MR 17 - can now use metallic in the secondary color slot. MR 18 - can apply a sound filter to default weapon firing sound MR 19 - muzzle flash alpha and color can be changed MR 20 - metallic gold texture is unlocked Etc. I support this notion, phil. /corny_joke How would these textures map onto powers? I mean, what does a shiny Absorb look like? Also, some warframes have VERY significant portions of their body taken up by Secondary color. (i.e. Ash) Link to comment Share on other sites More sharing options...
dragonboss Posted May 29, 2014 Share Posted May 29, 2014 While I agree wholeheartedly to this suggestion, I doubt many of the rewards will come to fruition. Slots, cosmetics, and potatoes are the main ways DE makes money off of the game, so rewarding players with that much seems(to me) like a stretch for them. Link to comment Share on other sites More sharing options...
DietEbolaCola Posted May 29, 2014 Author Share Posted May 29, 2014 While I agree wholeheartedly to this suggestion, I doubt many of the rewards will come to fruition. Slots, cosmetics, and potatoes are the main ways DE makes money off of the game, so rewarding players with that much seems(to me) like a stretch for them. One day I'd also like to tell people "you can earn every item in-game" in response to new players complaining "this seems pay2win / you can only buy [X] thing with plat". The plat-only items on this list only account for 108 platinum if the player managed to get all the way to MR30. Someone calculated that it would take 5-10 years at current rate to reach MR30. Currently, you can only get to MR16 (if you started from closed beta and bought founders or participated in every event), which is 64 platinum per player, comparable to the 50 plat they already receive, and DE was nowhere near bankrupt giving out 50 platinum to new accounts. It isn't a huge chunk of the developer's income. They lose about USD $4 on a player that puts in 1000+ hours (MR16). They lose about USD $7 on a player that puts in 5+ years of gameplay (MR30). There's a good chance that the 1000 hour player has bought over $4 in Platinum. Additionally, you'll always get people that are willing to pay to get stuff NOW instead of of earning it, too.. especially as the intervals between ranking up increases exponentially. Even knowing what you would get next through Mastery Rank unlock, you'd still buy and use plat to buy something else, or to get another one, because you can never have enough of those bread & butter DE items. Again, it is a small price to pay to incentivize player retention. Retained players tend to buy more plat than ones that quit playing after a few days. It takes money to make money. DE would spend some in the short term to recoup it tenfold later on in the long run. Link to comment Share on other sites More sharing options...
DietEbolaCola Posted May 29, 2014 Author Share Posted May 29, 2014 (edited) Added more Notes to the OP based upon responses to user feedback & concerns, and threw them in Spoiler tags for those that TL;DR. Edited May 29, 2014 by DietEbolaCola Link to comment Share on other sites More sharing options...
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