Neocyberman Posted October 25, 2014 Share Posted October 25, 2014 Main Issue Progression in a faction is based entirely along units of favour which when spent wipe away progression. This is unsatisfying as it feels like you are pushed back to square one. The system become zero sum. Yeah you have your mod, or weapon or gear but your only measure of progression is gone. There also doesnt seem to be increasing progression. Gaining favour does not facilitate actions you can take to increase your favour gain with time. This is frustrating. Layers of progression would serve the game much better. Solution Sigils could fit perfectly into this. Wearing higher ranked sigils should increase favour gain as they represent a greater show of allegiance. Why sigils? Well because above all they are worthless in comparison to other rewards. Why purchase them otherwise, currently they seem to do nothing and are not very customizable in placement. I question why such a feature as increased favour gain wasn't already part of it. Sub-Issues with the System One of the things that struck me with syndicates: Missions offered by syndicates do not give strong favour, at least not in any way that could not be gotten through the average players daily grind. System is also lacking out of mission goals or side objectives that can be completed for bonus favor unique to each faction. Cephalon could give favour for scanning targets, Hexis could give points for unique kills (melee, parry attacks, particularly skilled manoeuvres reinforcing their ideology). There don't appear to be factions that you can fight against for extra EXP for that syndicate. Link to comment Share on other sites More sharing options...
Zarbain Posted October 25, 2014 Share Posted October 25, 2014 (edited) I very much agree since getting 50 a mission and needing to get 2500 for the first rank and blah blah blah. The final freaking sigils cost 30k when we only get 50 a mission and then the warframe mods each cost 25k and there is at least 5 I want meaning I would have to do 100000/50 missions equalling 2000 missions. That is a ton of missions considering in 13 months I have only done 3462 missions. To put 3462 missions into perspective if you didn't get it already I have killed a total of 326490 enemies. Edited October 25, 2014 by Zarbain Link to comment Share on other sites More sharing options...
SergeiTheBeast Posted October 25, 2014 Share Posted October 25, 2014 The system is still in it's infancy but yes I agree, it does need a polish. I don't mind spending rep like currency but at the current gain rate...I'll never get anything. I also understand the dev's don't want us powering through this update like all the others but this is just too slow. There needs to be proper balance for this and right now, we just don't have it nor do we have any clear indicators of what gets us more rep. I've read threads about people running Hour long T4S only to get 300 or so rep while one of their teammates got 900 with no indication of what was done or how to gain better and more rep, this is a hot mess right now. Link to comment Share on other sites More sharing options...
b4timert Posted October 25, 2014 Share Posted October 25, 2014 (edited) i Played 6 waves in t4 intercept and i only got 350 (all my gear was maxed) i was under the impression excess exp go towards your syndicate. i Think this might be a bug since when i play i cant complete pick up a mod mission when i get it as a quest(its only possible) when im the host the 2 might not be the same but i do think the game might not recognise or transfer these things. Edited October 25, 2014 by b4timert Link to comment Share on other sites More sharing options...
Marthrym Posted October 25, 2014 Share Posted October 25, 2014 I just wish we had more clarity on WHAT makes us gain reputation. Right now, all we know is that you have to play. \o/ Keyword : CLARITY dear devs. CLARITY. Link to comment Share on other sites More sharing options...
Neocyberman Posted October 25, 2014 Author Share Posted October 25, 2014 The worst thing that could happen is that this issue is not talked about and gets no revision for several sub-patches. Which happens when new systems are introduced. I don't want syndicates to become the new Dark Sectors where it is left in game and not expanded on but we are expected to bare with its serious flaws and not get recognition until an undetermined time has passed. It happened to melee 2.0, it happened to kubrows and I don't want it to happen here as I am actually really interested. We need clarity agency and progression. Link to comment Share on other sites More sharing options...
Lludu Posted October 25, 2014 Share Posted October 25, 2014 For those of you interested, this is also being discussed in a different post. https://forums.warframe.com/index.php?/topic/330923-syndicate-syndicate-syndicate-the-math-behind-the-grind/ Link to comment Share on other sites More sharing options...
Davoodoo Posted October 25, 2014 Share Posted October 25, 2014 (edited) The problem with syndicates is that non endless missions add up to 30 points, that would mean that to get max rank you need to do 1000 missions, thats 4 runs over complete solar chart + few more and all that work is for...single mod... Hey at least its its good simulation of their drop rates with 0.1% drop chance. Edited October 25, 2014 by Davoodoo Link to comment Share on other sites More sharing options...
Theodorick Posted October 25, 2014 Share Posted October 25, 2014 Main Issue Progression in a faction is based entirely along units of favour which when spent wipe away progression. This is unsatisfying as it feels like you are pushed back to square one. The system become zero sum. Yeah you have your mod, or weapon or gear but your only measure of progression is gone. There also doesnt seem to be increasing progression. Gaining favour does not facilitate actions you can take to increase your favour gain with time. This is frustrating. Layers of progression would serve the game much better. I do not agree. You do have progression you do not lose... the Rewards themselves. How will we find ourselves invested in a Syndicate if there is no consequences of leaving or spreading our loyalty everywhere? The system is fine as it is for that part. If you betray them you should lose all that progression. Yet we still keep all the Reward and we can trade the mods too. Link to comment Share on other sites More sharing options...
Tsukinoki Posted October 25, 2014 Share Posted October 25, 2014 @DavoodooI've gotten 52 from a non endless non void mission and almost 100 from a void mission before.I think that its somehow tied to the affinity that you get from the mission as I have noticed that the more affinity I get in a mission the more reputation I got with the faction. Link to comment Share on other sites More sharing options...
Davoodoo Posted October 25, 2014 Share Posted October 25, 2014 (edited) @Davoodoo I've gotten 52 from a non endless non void mission and almost 100 from a void mission before. I think that its somehow tied to the affinity that you get from the mission as I have noticed that the more affinity I get in a mission the more reputation I got with the faction. Boss runs 20-30 even invasion ones, alerts might give bit more, captures, exterminates 20-35, mob defs havent checked. 5 waves or minutes of t3/t4 voids give about 50. The highest i got so far was ~300 from 25 waves of t3. It might be tied with affinity, drops, enemy lvls, whatever. Still it wil ltake you around 4 complete solar chart runs to get 30k, max rank with single syndicate(apparently max rank takes even more since getting rank 2 takes 27k rep), all rewards from single syndicate cost over 400k. Edited October 25, 2014 by Davoodoo Link to comment Share on other sites More sharing options...
Ryouhi Posted October 25, 2014 Share Posted October 25, 2014 I like your idea of higher level sigils giving more favor per mission. Would give them more of a feeling of progression :) Link to comment Share on other sites More sharing options...
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