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Syndicates Feedback By Einde : Let's Move Forward !


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I agree with the majority of points made thus far, but I do have a few comments/ideas that I hope you'll forgive me for espousing:

 

Sigil Incentives:

I definately feel there should be more to Sigils than it primarily being a fancy paint-job, so to speak. For the moment being, I agree that a flat multiplier bonus to Standing earned would be the best solution, but I can't help but wonder; what if each Sigil not only signified an increase in standing with a Syndicate, but also a path of specialisation?

 

For obvious reasons, until the Syndicates become more nuanced in terms of actual gameplay, such a thing would be hard to implement.

But for the sake of argument:

Cephalon Suda Sigil #1 "Query": Grants increased Standing gain when Scanning X amount of items during a mission (unique Ceph codex scanner that doesn't cap?)

 

#2 "Searching": Grants substantially larger Standing gain on Spy/Interception missions.

 

#3 "Pattern Match": Grants substantially larger standing gain when grouped with another Tenno serving Cephalon Suda

 

#4 "Fractal": Grants increased standing gain based on Warframe utilized during mission (Ceph favoured, of course)

 

#5 "Multivariate": Increases standing gain with "Arbiters of Hexis" (1:1 ratio gain)

 

#6 "Labyrinth": Increases standing gain when completing (different) missions on the same planet in succession.

 

#7 "Hexan": Decreases standing penalty with Red Veil. (20%?)

 

#8 "Oracle": Given this is the last tier, something unique that doesn't necessarily depend or affect standing. Chance of unique in-mission event - unique to Ceph loyal Tenno?

 

And comparative bonuses for the other Syndicates.

 

Basically, that each individual Sigil is not only visually unique, but grant a unique type of bonus. If one looks even further down the line, one could imagine each Sigil might lead into a sub-division of the main Syndicate. Say you've used "Hexan" quite a bit, after hitting a (hidden?) mark with that Sigil, you're introduced to a branch of Cephalon Suda that is heavily interested in the Infested, and thus isn't actually opposed to Red Veil - just to give an example.

 

This could, of course, also tie in neatly with Syndicate specific mission types - which is another point I think is very intriguing.

 

Tier increase:

I agree some of the sacrifices are quite steep, and here's hoping (and assuming) they'll be balanced out as time goes on and DE gets a picture of the investment involved in each Tier.

 

However, I firmly disagree with plat being an option to directly skip ahead in any Syndicate - I admit I'm quite biased, but I simply feel that the possibility would remove the depth of the system. Being able to buy some of the items for a sacrifice is fair enough, but nothing beyond that, in my opinion.

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Would it be a to big reward if those mods where turned to permanent upgrades? You still have to buy them of course. Since there are so many mods now that adding those and for that price they have I would like to see those be a bit more special and better. After all I'm if I have to spends weeks to get that mod for a S#&$ty bonus it just doesn't seems fair. Consider how much time you would be spending in that syndicate it should offer something better than bad mods for half bad to horrible weapons.

 

I also disagree with skipping the line with Platinum. Would not like to see it.

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I feel that in addition to Syndicate Alerts there should be Syndicate Mission Nodes on the Solar map.

 

In short make the Syndicate alerts great places for a nice big chunk of rep, while having mission nodes across the solar map which provide boosted rep income. Like Dark Sectors, only clans cannot fight over the nodes.

 

In length...

 

Syndicate Alerts should be something that the Syndicate needs your help with RIGHT NOW. That it is something that cannot wait. Like now they start when you hit Rank 1.

 

Example: Cephalon Suda had obtained reports of an ancient Orokin Library Datamass being discovered, but the ship transporting it is having reactor issues. She needs you to go in recover and extract that Datamass before the Ships' reactor core goes critical and destroys the datamass in the process. (Timed Recovery mission type)

 

Another example: Steel Meridian has a weapons plant that they use to the produce equipment they use to protect the colonies with and it has come under assault by Grineer forces. They need you to go in, fight off the attacking forces, and then hold the area and distract the Grineer as they relocate that equipment onto a ship to transport to one of their other bases. (Initially starts out as a modified rescue, you save Meridian forces, then it moves on to a timed survival without the life support issues)

 

Another possibility: Perrin Sequence has a ship with a very high value cargo on board and they need an escort for it, as the route it has to go through has had reports of pirate activity. Making it your job to hunt down the pirates and if need be land on the ship and repel any boarders that get through. (The idea should be an Archwing/On Foot dual type mission)

 

In addition to the Alerts there would be mission nodes across the solar map that feature Syndicate Mission types you can do whenever you want. They provide increased reputation gains. They are also available upon initiation.

 

Examples for Steel Meridian would be:

 

Colony Defense: A modified mobile/normal defense game type where you fight off invading enemy forces be they infested, Grineer, or Corpus. You fight alongside Meridian forces in the protection of the colony gates/energy walls as the civilians are being evacuated to emergency transports. Should the gates fall it falls upon you to protect the secondary and tertiary lines of defense, culminating into the last line of defense which is the emergency transports themselves.

 

Raid: Assist Meridian forces in ambushing an enemy attack force to prevent them from being able to assault the nearby colony, while stealing their supplies. This is supposed to be a high density extermination with a very high unit count (250+ enemies) and in addition to having to eliminate the enemies, you also need to assist the Meridian troops in stealing the contents of the supply stockpiles to set the enemy assault back in resources.

 

Infested Colony Recovery: Assist Meridian forces in cleansing the infestation from a colony they took over.

 

Each mission be in Alert or normal mission should have a Meridian Officer providing in-mission support.

 

This way you feel like you are actually a part of the syndicate and helping them with their affairs, letting you build up your own lore with the Syndicate. Be apart of the world of Warframe rather then just grinding it.

 

This +9000!!!!!!!!!!!!!!!

 

I want this right now!!!! DE!!!!! Where are you!!!!!

 

i would of loved the syndicate if the rep were earned and lost through doing things and missions a syndicate like and dislike. I don't really like the whole idea of putting on a sigil and earn rep through that only. I also think each syndicate should have a few favored weapons and disliked weapons. Favored earns more rep, disliked earns less rep.

 

Ex: Cephalon suda

Favored: Opticor, Flux rifle

Dislike: Angstrum, Ogris

 

       Red Veil

Favored: Boltor/Boltor Prime, Miter

Dislike: Supra, Soma

 

You get the point, but do keep only a few for each syndicate so that majority of the weapons are still a middle ground for rep gain.

Edited by Vinylz
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I agree with the majority of points made thus far, but I do have a few comments/ideas that I hope you'll forgive me for espousing:

 

Sigil Incentives:

I definately feel there should be more to Sigils than it primarily being a fancy paint-job, so to speak. For the moment being, I agree that a flat multiplier bonus to Standing earned would be the best solution, but I can't help but wonder; what if each Sigil not only signified an increase in standing with a Syndicate, but also a path of specialisation?

 

For obvious reasons, until the Syndicates become more nuanced in terms of actual gameplay, such a thing would be hard to implement.

But for the sake of argument:

Cephalon Suda Sigil #1 "Query": Grants increased Standing gain when Scanning X amount of items during a mission (unique Ceph codex scanner that doesn't cap?)

 

#2 "Searching": Grants substantially larger Standing gain on Spy/Interception missions.

 

#3 "Pattern Match": Grants substantially larger standing gain when grouped with another Tenno serving Cephalon Suda

 

#4 "Fractal": Grants increased standing gain based on Warframe utilized during mission (Ceph favoured, of course)

 

#5 "Multivariate": Increases standing gain with "Arbiters of Hexis" (1:1 ratio gain)

 

#6 "Labyrinth": Increases standing gain when completing (different) missions on the same planet in succession.

 

#7 "Hexan": Decreases standing penalty with Red Veil. (20%?)

 

#8 "Oracle": Given this is the last tier, something unique that doesn't necessarily depend or affect standing. Chance of unique in-mission event - unique to Ceph loyal Tenno?

 

And comparative bonuses for the other Syndicates.

 

Basically, that each individual Sigil is not only visually unique, but grant a unique type of bonus. If one looks even further down the line, one could imagine each Sigil might lead into a sub-division of the main Syndicate. Say you've used "Hexan" quite a bit, after hitting a (hidden?) mark with that Sigil, you're introduced to a branch of Cephalon Suda that is heavily interested in the Infested, and thus isn't actually opposed to Red Veil - just to give an example.

 

This could, of course, also tie in neatly with Syndicate specific mission types - which is another point I think is very intriguing.

 

Tier increase:

I agree some of the sacrifices are quite steep, and here's hoping (and assuming) they'll be balanced out as time goes on and DE gets a picture of the investment involved in each Tier.

 

However, I firmly disagree with plat being an option to directly skip ahead in any Syndicate - I admit I'm quite biased, but I simply feel that the possibility would remove the depth of the system. Being able to buy some of the items for a sacrifice is fair enough, but nothing beyond that, in my opinion.

 

Those are marvellous ideas ! Fun ways to give reputation bonus to players with Sigils.

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Bringing this back up before it falls into the depths of long forgotten topics.

 

Oh and a possible thing for the reward tables for syndicates: not only syndicate mods but syndicate weapons. For instance as Steel Meridian would not have access to grineer manufacturing plants without having to raid their supplies have them as a way to bring back the decommissioned Snipetron back. It may no longer be a mainstay in the corpus arsenal, but I see no reason the corpus could not have sold the weapon design or stockpiles of them to the Steel Meridian for a profit. After all the enemy of my enemy is a person I can sell weapons to (from a corpus pov).

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It is better if each Sigil increases Points gain.

We don't need more complicated stuff (i mean who will OPEN ALL ZE LOCKERS FOR SUDA ?), just simpler fixes.

 

I must admit I disagree. "Complicated stuff" aren't necessarily a bad thing, and without some sort of unique application for each Sigil and not "just" a flat standing bonus based on tier level of the Sigil, I'd argue that they would effectively be reduced to a rather dull means of adjusting Standing gain as you progress through the ranks, rather than just flat out increasing standing gain as you rank up, without having to buy Sigils for other reasons than purely cosmetic.

 

If, instead, they held some degree of uniqueness among themselves, there'd be some kind of choice-making involved. The Sigil most useful to you might be found in the second tier, for example.

And perhaps best of all, it wouldn't mean that we'd all run about with the exact same 6 Sigils sometime in the future.

 

The ideas I put forward were, at best, rushed brainfarts, but I do agree they should be interesting and not too mundane in nature, or conversely broad and applicable in some instances (in case of low rank Sigils, perhaps).

 

I even fleshed out the idea a bit more yesterday, trying to think up what each Sigil might give a Tenno of a given Syndicate, partly based on that Syndicates dogma (aye, was bored), and to some extent based on the namesake of the Sigil itself.

So just to give some examples of what a more fully-fledged system might look like:

 

Steel Meridian:

#1 "Defiance": Increases Standing gain based on number of kills during a mission.

#2 "Armada": Substuantially larger Standing gain on Defense/Extermination missions.

#3 "Vigilance": -- grouped with another Tenno serving Steel Meridian

#4 "Uprising": -- based on Warframe/Weapon utilized during mission. (Meridian fav, only applies once if both frame and weapon are favoured)

#5 "Protectorate": -- when completing Steel Meridian dailies/Grineer missions.

#6 "Freedom": Decreases standing penalty with "New Loka"

#7 "Armored": Substantially increased standing gain on repeated completions of same node.

#8 "Rebellion": -- when not using favoured frame/weapons.

#9 "Unyielding": Further increases standing gain with "Red Veil"

#10 "Champion": Given this is the last tier, something unique that doesn't necessarily depend on nor affect standing. Chance of unique in-mission event - unique to Steel Meridian loyal Tenno?

Arbiters of Hexis:

#1 "Guiding Path": Increases standing gain based on succesful use of abilities (i.e. damage is applied, negated, enemies or allies are affected, etc.)

#2 "Bending Will": Substantially larger Standing gain on Capture/Survival missions.

#3 "Discipline": -- when completing Arbiters of Hexis dailies/Derelict missions.

#4 "Will": -- based on Warframe/Weapon utilized.

#5 "Choice": -- when grouped with other Tenno serving Arbiters of Hexis.

#6 "Growth": Adds standing gain with "New Loka" (25%?).

#7 "Potential": Decreases standing penalty with "The Perrin Sequence".

#8 "Succession": Substantially increased standing gain when using a non-maxed Warframe/Weapon.

#9 "Surpassing": -- when using a maxed rank Warframe.

#10 "Truth": (Unique event chance)

 

Cephalon Suda:

#1 "Query": Grants increased Standing gain when Scanning X amount of items during a mission (unique Ceph codex scanner that doesn't cap?)

#2 "Searching": Grants substantially larger Standing gain on Spy/Interception missions.

#3 "Pattern Match": Grants substantially larger standing gain when grouped with another Tenno serving Cephalon Suda

#4 "Atomic": Grants substantially larger standing gain when completing Cephalon Suda dailies/Void missions.

#5 "Manifold": Grants substantially larger standing gain when grouped with Tenno not serving Cephalon Suda

#6 "Fractal": Grants increased standing gain based on Warframe utilized during mission (Ceph favoured, of course)

#7 "Multivariate": Increases standing gain with "Arbiters of Hexis" (75% ratio gain)

#8 "Labyrinth": Increases standing gain when completing (different) missions on the same planet in succession.

#9 "Hexan": Decreases standing penalty with Red Veil. (20%?)

#10 "Oracle": (Unique event chance)

 

The Perrin Sequence:

#1 "Progress": Increased standing gain based on amount of credits gathered during a mission.

#2 "Opportunity": Substantially larger standing gain on Excavation/Deception missions.

#3 "Calculating": -- when completing The Perrin Sequence dailies/Invasions

#4 "Synergy": -- when grouped with other Tenno serving The Perrin Sequence

#5 "Directives": -- when using favoured Warframe/Weapon.

#6 "Strategy": Increases standing gain with New Loka (75%)

#7 "Tessilations": -- when grouped with other Tenno not serving The Perrin Sequence

#8 "Optimum": -- when using a maxed rank Warframe/Weapon.

#9 "Capital": -- based on number of items currently being constructed in Foundry (capped).

#10 "Chairman": (Unique event chance)

New Loka:

#1 "Sacrifice": Increased standing based on damage taken (capped per enemy?)

#2 "Seed": Substantially larger standing gain on Mobile Defense/Survival missions

#3 "Rebirth": -- when completing New Loka dailies/Corpus Ice Planet/Grineer Forest/Infested Ship tileset missions.

#4 "Growth": Adds standing gain with "Arbiters of Hexis"

#5 "Clarity": Substantially larger standing gain when grouped with other Tenno serving New Loka

#6 "Bloom": -- when using favoured Warframe/Weapon

#7 "Purity": Increased standing gain with "The Perrin Sequence" (75%)

#8 "Gaia": Decreases standing penalty with "Steel Meridian"

#9 "Bounty": -- when using a maxed rank Warframe/Weapon

#10 "Humanity": (Unique event chance)

 

Red Veil:

#1 "Blades": Increased standing based on total duration of status effects applied.

#2 "Cull": Substantially larger standing gain on Capture/Extermination missions.

#3 "Threat": -- when completing Red Veil dailies/Infestation Outbreak missions.

#4 "Maelstrom": -- when grouped with other Tenno serving Red Veil.

#5 "Lesion": Increases standing gain with Steel Meridian

#6 "Ruin": Substantially larger standing gain when using favoured Warframe/Weapon.

#7 "Viscera": Adds standing gain with "Red Veil"

#8 "Malevolent": Substantially larger standing gain when not using a maxed Warframe/Weapon

#9 "Covert": Decreases standing penalty with "Cephalon Suda"

#10 "Assassin": (Unique event chance)

 

Obviously, these are very rough ideas, both in need of balancing, and knowledge of whether or not unique Syndicate specific missions/nodes - other than the dailies - will be introduced, and in general what more there's in store for the system.

My main point is, that with a system somewhat like the above, each Syndicate not only denotes a certain lore-centric philosophy, but also caters to certain gameplay-centric philosophies. It also creates more factors for players to choose from, other than just "This Sigil will give more than the one from the previous rank". Here, it becomes more a case of "This Sigil will give more standing than the one from the previous rank [because I do these things more often/also want to work for X Syndicate/what not]"

 

But, of course, we're all different, and I can understand the lack of enthusiasm for making things complex, and I agree that sometimes simplicity is not only the easiest, but also the most optimal way of going about things.

In this case, however, I feel simplifying it would rob the mechanic of how ..*shudders*.. "Immersive" it could be.

Edited by Santiak
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+1 for this topic syndicate gain really need a small buff

 

my opinion is the reputation gain it kinda low really low too much for time consuming to be end-game more like end-"grind" to me

it maybe good for people who just start playing this game since they have alot of thing to do in-game while they do they still get syndicate point but what about veteran who max everything? are DE expect us to run the same thing over and over again for ridiculously low syndicate point?

 

and Yes veteran i mean max everything , plenty of resource , every frame forma , almost all gun forma , no point to farm anything anymore

Edited by VioletX
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... I'll start with the Reputation System :

First, I find that it's too bad that Sigils available with reputation points does not reward the user with more reputation points earned at the end of the mission. This would just mean that Sigils are a pointless investment until you reached the max rank available. Better Sigils should reward you more than that. I am not saying that it should give you a stat bonus... But it should at least make you able to earn reputation faster. After all, ranking up will ask you more and more reputation points to grab.

 

Second, I feel that there should be a way to earn reputation faster, but dependent of which Syndicate you're supporting. For exemple : when you're supporting Steel Meridian, you would be able to get more reputation by killing grineers (because Steel Meridian does not accept the injustice of the current Grineer Governement). If you're supporting Cephalon Suda, you would be able to earn more reputation if you open lockers (because the Sudas greets curiousness)... All Syndicates have a different story, a different personnality, I think we should personnify that bits of lore with some in game properties.

...

Personally I'm not a fan of boosts to the individual sigils, as this can have the arcane helmet stat issue; in that you dont wear the sigil you like so much as the sigil with the best bonus (I'd prefer warframe to avoid that road again). 

However this can be a non-issue if as you buy a higher rank sigil, any sigil you wear gains the increased bonus. 

In essence you unlock the reputation bonus (with the purcahse of new sigils as a showing of your dedication to them).  This way not only can each individual wear whatever sigil they prefer from their syndicate, it means there is likely to be more diversity in the sigils worn overall (ie. not everyone wearing the bigest booster, whether they like the sigil or not, as was the result with the arcane helmets).

 

The second part I whole hearted agree on and even made sugestions to such in my Syndicate Specific Challenges thread. (sorry a blatent self pluging but fitting the discussion and something I really think could improve syndicates from the outset).

 

Many of the other sugestions made here as well could help as well to personalise your trip through the ranks of your chosen syndicate(s).

Edited by Loswaith
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(i mean who will OPEN ALL ZE LOCKERS FOR SUDA ?)

 

Me ! My curiousness has no limit !

 

[size=1]WHAT'S IN THE BOX ?! WHAT'S IN THE BOX ?![/size]

 

 

-snip-

 

Even more good ideas here. I hope it'll be implemented a bit like that. That offers some strategies to players about how to get as much standing as possible as fast as possible. I really love it.

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I agree with the OP and more.


The problem I've with syndicates as they stand it's they are almost useless. And in an aggravating way.


 


- Their exclusive Warframe mods are nice on charts, but with the reduction to 8 mods slots it's (almost) impossible, or very difficult, to create good synergies with the current builds. I'll stick to the normal ones atm because the syndicates's mods are not good enough imo. (It would have been waaay different if the syndicate's mods were innate bonus unlocked and tied to a sigil: I think this it's a wasted opportunity for testing a pre focus system).


- Their exclusive weapons mods do not provide better reputation, just a new gimmick to get an explosion: don't we have already enough mods for damage all over the place? Maybe something different would have been nicer.


- Their exclusive rewards are t4 keys... problem is gaining reputation net you almost all the keys you need: cerberus/viver anyone? (aggravated by the nonsensical high threshold to gain an higher stand with one syndicate and by the fact that ranking up drain your reputation points.).


- Sigils are purely cosmetic: there is no reward to gain reputation to buy different ones.


- Their spectre reward are nice, but hardly a game changing gear, imo.


- The demands to rank up with some syndicates are simply ridiculous: reactors? Really? For so little?


 


Maybe it's just me, but I hardly find syndicates end game content, and frankly speaking I'm disappointed by the lack of utility they have atm. What purpose they serve, other than provide grind and nice sigils?


Edited by Zuijin
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- Their exclusive Warframe mods are nice on charts, but with the reduction to 6 mods slots it's (almost) impossible, or very difficult, to create good synergies with the current builds. I'll stick to the normal ones atm because the syndicates's mods are not good enough imo. (It would have been waaay different if the syndicate's mods were innate bonus unlocked and tied to a sigil: I think this it's a wasted opportunity for testing a pre focus system).

 

You have 8 mod slots since U15. All ability mods are gone and Warframe's mod slots are now on par with weapon's number of slots.

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You have 8 mod slots since U15. All ability mods are gone and Warframe's mod slots are now on par with weapon's number of slots.

 

You're right, my mistake :S: I edited my post accordingly. But I remain positive that adding new syndicate's mods and lowering their slots is not a good idea, at least imo. As I've said, tying those mods to sigils would have been a more interesting and successful mechanic (because at least we would have farmed reputation for them).

Edited by Zuijin
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Just to move away from the rewards bit, I thought I'd share some thoughts on the progression mechanic - and this thread is as good as any of the numerous Syndicate feedback threads. :)

 

"Pay" to Progress:

I think the notion of sacrificing items and such to progress through the ranks of a given Syndicate is.. odd.

It smells more of a "pyramid-scheme" than "organisation with a philosophical goal", as that's the only reason I can think of, for an organisation wanting reimbursement for your increasing loyalty towards them.

Conversely, were they truly interested in your help, the advancements would come along naturally, as a result of the Syndicate realising "This person is in it for the long haul, I say we can trust Them", and, at the most, proffer a test to the Tenno, in order to prove their loyalty - assassinate a key figure of an opposing Syndicate, assist in an invasion against an opposing Syndicate, despite the opposing Syndicate offering a lot of shiny goodies if you turn coat, that kind of thing.

 

In essence, progression through the ranks of a Syndicate should be a question of loyalty and "personal" sacrifice, not material sacrifice. You show you are devoted to their cause, and they allow you to help with ever more critical matters.

 

This also puts into question the notion of sacrificing Standing when purchasing from the store; you've already proven your loyalty to their cause, why would they throw a hissy fit for buying into the materials they give you access to? ... "We knew it! You were only in it for the goodies!"

Again, if they are all pyramid-schemes, fair enough. They'd get worried you've gotten what you came for and then leave, so you'd have to prove you are truly dedicated to buy more.

But, if they are purely philosophical goals, wouldn't it stand to reason that a Syndicate opening its "stores" to you, would be a sign of trust, and that the store itself was a boon for your continued devotion, not a grab-bag of guilt?

 

Which brings me to a related (and already touched upon) topic:

 

Store purchases and Standing:

As mentioned above, it's hard to justify why a group dedicated to finding knowledge, throws a hissy fit when you take advantage of their knowledge/tech, presumably in order to help further their goal even.. further.

Not to mention that you can all but bottom out if you go on a shopping spree, only capped by the hard reset of Standing each time you rank up.

 

What if Standing was accrued purely as a metric of "How loyal you are, and how much we like you", as opposed to "How much currency you have with us". No sacrifice, no detraction from Standing when making use of the way each Syndicate shows "..how much we like you".

 

Instead, increased standing involves tougher and more challenging avenues of involvement.

At rank 1 you might be tasked with clearing out a relatively easy area, while you, at rank 5 might need to Defend an artifact in a heavily infested (level ~30) area, untill operatives from the Syndicate can make their way there - perhaps requiring you to survive past 30 waves.

 

That way, the "Sacrifice to progress" is the missions they require you to complete gets ever harder, and conversely, failure to do so results in a standing loss - either by failing the mission itself, or not completing it within a certain timeframe.

 

In other words, "Risk vs Reward" instead of "Items vs Reward".

 

 

Store currency:

So obviously, this leaves a huge gap in how to pay for Syndicate specific items.

One option I could think of, would be to have a seperate metric at your disposal, let's call it "Dedication" for now.

You accrue Dedication along Standing, but where Standing can be boosted by Sigils, Dedication is reliant on the difficulty of missions you complete for the Syndicate.

 

When you buy an item from their store, you spend this "Dedication" (seeing as your "Dedication" obviously had a footnote attached to it, if we were to keep just a bit of the pyramid-scheme mindset).

If you're adament to involve some kind of Material cost in the process, have the items you purchase cost a related material cost.

 

Say, the blueprint for the Warframe you want a specific Mod for, or perhaps even an instance of the finished product itself (perhaps they need to conduct some R&D in order to apply their unique knowledge to that weapon?).

 

Looking ahead, that could even open up for Syndicate specific variations of Warframes and weapons:

"We have the plans for a new prototype, but unfortunately, none of the current tech is sufficient enough to support it. We need a Prime, so we can apply our theory on an uncorrupted item."

Say, for example, you need to "donate" a fully built "Fang Prime" to get the Cephalon Suda "Fang Sphynx" version.

 

 

Sorry for the long read, let me summarize:

- Standing is no longer a requirement for buying items.

- Dedication is earned alongside Standing (at a slower rate because Sigil bonuses do not apply), and is required to buy items.

- Material costs to rank up is removed.

- Material costs to buy items is added (related variants of the item one wants).

- Increase rank equals increase risk, as missions become harder, and, possibly, because failure to complete missions diminishes Standing,

Edited by Santiak
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I just though about it (last post from Santiak gave me the idea) : actually, sacrifices are only done to change your rank, so how about also using sacrifices to earn reputation between ranks ? That could make sense. It would work kinda like that in my idea :

 

- Each sacrifices-for-reputation are aleatory generated, and can ask anything for sacrifice : resources, credits, parts, blueprints and even fully made weapons ! (No Warframes though).

- The amount of reputation given scales with the nature of the item you sacrified (you won't earn 100 reputation for sacrifying a Loki Prime helmet, and you won't earn 10k reputation for giving 1000 nano-spores).

- If you're not happy with the current sacrifice, it'll change each day. You can also pass the current sacrifice with plats.

 

The sacrifice system is only used to rank up. Let's make it useful between ranks. :)

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First, I find that it's too bad that Sigils available with reputation points does not reward the user with more reputation points earned at the end of the mission. This would just mean that Sigils are a pointless investment until you reached the max rank available. Better Sigils should reward you more than that. I am not saying that it should give you a stat bonus... But it should at least make you able to earn reputation faster. After all, ranking up will ask you more and more reputation points to grab.

If, I'll repeat If sigils are tradable then I think it's justified that they don't give additional standing.

 

Second, I feel that there should be a way to earn reputation faster, but dependent of which Syndicate you're supporting. For exemple : when you're supporting Steel Meridian, you would be able to get more reputation by killing grineers (because Steel Meridian does not accept the injustice of the current Grineer Governement). If you're supporting Cephalon Suda, you would be able to earn more reputation if you open lockers (because the Sudas greets curiousness)... All Syndicates have a different story, a different personnality, I think we should personnify that bits of lore with some in game properties.

while sigils not giving more has been officially confirmed, this one should still be at level of somewhat rumored but the same mission made with two different syndicates give different points and could mean that syndicates favor certain types of mission.  (notably voids for cephalon?)

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while sigils not giving more has been officially confirmed, this one should still be at level of somewhat rumored but the same mission made with two different syndicates give different points and could mean that syndicates favor certain types of mission.  (notably voids for cephalon?)

 

Well... That's rumors. But I guess it could worth a try. Being affiliated to Cephalon Suda, I can't remember earning more points while doing void missions though. I also earned an incredible amount of reputation while doing a partucularly long excavation run with other people on Europa (I was standing at 880, others were standing a 550), but my mission results at the end were also the best by far, so maybe it's because I was really good during that particular Excavation run.

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https://forums.warframe.com/index.php?/topic/335782-syndicate-overlook/
please this is my thought on it.

With the first opinion, I really think you almost related to a certain system that marks players by their efforts.
+5 points for killing
+2 for using skill
which relates to our score board at the end of the mission, which can be of use agaisnt the reputation system.(looted items, kills, healed, damage output and input) and so on.

on the second opinion, is where my post comes in and you'll be able to read about that.

As on the third, is completely and utterly bold to say, but I completely agree. Uniqueness and heavy lore focus along with a sense of variety.

Sorry to make this short, I'll probably add more in the future. Keep up the awesome work.

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Might I suggest we center our feedback in a single thread, rather than making numerous threads all aimed at the same issue? Gets rather messy having to jump back and forth between threads just to get an overview of all the ideas, and if anyone's interested in the discussion, I'm sure they'll read the posts without it having to be the OP. :)

 

https://forums.warframe.com/index.php?/topic/335782-syndicate-overlook/
please this is my thought on it.

With the first opinion, I really think you almost related to a certain system that marks players by their efforts.
+5 points for killing
+2 for using skill
which relates to our score board at the end of the mission, which can be of use agaisnt the reputation system.(looted items, kills, healed, damage output and input) and so on.

on the second opinion, is where my post comes in and you'll be able to read about that.

As on the third, is completely and utterly bold to say, but I completely agree. Uniqueness and heavy lore focus along with a sense of variety.

Sorry to make this short, I'll probably add more in the future. Keep up the awesome work.

I think the notion of having the scoreboard influence the score is an intriguing one, but as long as there's no teamplay-centric scores to speak of, I'd be wary about adding a flat bonus based on score, seeing as some aspects of them might detract from those you play with, leading to a whole mess of stat-padding.

 

The "flat" gain per Sigil is something I'd be more in support of, because it doesn't discourage playing together in any way, but as Adaptor-Face mentions, so long as they are tradeable, it seems a bit too "exploitable" - that, and from a lore standpoint, I can't help but wonder what Cephalon Suda would think about you selling her most prestigious Sigil to a devoted New Loka follower.

 

That being said, I do agree either system would be preferable to the current system of no (readily visible) incremental Standing gain as you progress.

While I do think each subsequent rank should take an effort, I do think there's more psychological satisfaction to see your point gain jump from 80 - 150 to 400 - 750, even if the total amount of points required to progress remains unchanged relative to the average gain per mission.

 

 

 

Because sigils is tradable, they should not give bonus rep, as players can just buy the best one and power level like crazy.

My thoughs and suggestions about syndicate reputation gain you can find here:

https://forums.warframe.com/index.php?/topic/336715-suggestionideas-for-rep-gain-changesimprovements/

 

While I agree somewhat with your reasoning behind placing the multiplier relative to the players Mastery rank, I worry what the repercussions might be for those of a lower Mastery Rank.

 

In addition, the crux of the matter isn't so much about a General and a Farmer joining your army, I feel; it's more that they want to join your army after having served in another army for quite a long time, at times possibly even against you.

In other words, "Standing" is a measure of trust, irrespective of skill - a Syndicate might even be more inclined to more easily trust the Farmer, because they'd be less likely to have a lot of strong ties with their former "Ruler", and more inclined to become devoted to your cause than the General would.

 

As for Mission types, I do think it's a good idea (though I'm biased, as it's also one of the Sigil bonuses I proposed earlier in this thread ;P), but I'd hate to shoehorn people into feeling they'd necessarily have to be at a disadvantage by not playing the prefered mission type (which is one of the reasons the bonus was placed on one Sigil, and other Sigils having comparative bonuses but in other "areas of interest")

 

 

 

 

Well... That's rumors. But I guess it could worth a try. Being affiliated to Cephalon Suda, I can't remember earning more points while doing void missions though. I also earned an incredible amount of reputation while doing a partucularly long excavation run with other people on Europa (I was standing at 880, others were standing a 550), but my mission results at the end were also the best by far, so maybe it's because I was really good during that particular Excavation run.

Yay, another Cephy! ;)

 

I haven't noticed any change in amount of Standing gained based on type, tileset, warframe or weapon played either. As you mention, it seems the Defense/Interception/Survival are the ways to go if you want a lot of standing in 1 (but long) run, rather than less standing in more (but shorter) runs.

Edited by Santiak
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Syndicates were just what I was the most hyped about when U15 was announced. At the end when it came out, I was still happy, but a bit disappoint. I think that there's some parts of the idea that could be pushed further. Yet the stuff available seems awesome and I just can't wait to see new content for the syndicates. I am still dreaming about the day I'll be able to get those weapon and warframe mods.

 

 

I'll start with the Reputation System :

 

First, I find that it's too bad that Sigils available with reputation points does not reward the user with more reputation points earned at the end of the mission. This would just mean that Sigils are a pointless investment until you reached the max rank available. Better Sigils should reward you more than that. I am not saying that it should give you a stat bonus... But it should at least make you able to earn reputation faster. After all, ranking up will ask you more and more reputation points to grab.

 

Second, I feel that there should be a way to earn reputation faster, but dependent of which Syndicate you're supporting. For exemple : when you're supporting Steel Meridian, you would be able to get more reputation by killing grineers (because Steel Meridian does not accept the injustice of the current Grineer Governement). If you're supporting Cephalon Suda, you would be able to earn more reputation if you open lockers (because the Sudas greets curiousness)... All Syndicates have a different story, a different personnality, I think we should personnify that bits of lore with some in game properties.

 

 

Let's now talk about the syndicates missions. As some of you may have noticed, you are greeted with three daily syndicate alerts when you are at the first rank of your Syndicates. I feel like it's just too low. I'd love to see in addition to the daily syndicate alerts some randomly generated syndicate alerts. I don't know if it's already the case though... Also, I think it's a pity that our Syndicate master does not replace the Lotus during those alerts. I'd just love to see that, but I guess that the staff already though about it and this should come later. Last, Syndicate alerts feel too close of the base alerts. I think that some objective changes based on the Syndicate's lore would be really nice. For exemple, Cephalon Suda does not tolerate destruction and is extremely curious about the universe : how about making some missions based on stealthly scanning some living beings, resulting in a mission failure if you kill something ? Just something that changes from the ordinary missions.

 

 

I should at the end talk about the other prizes that you may earn with the syndicates, but I barely unlocked a lot of things for now. So I should leave my feedback about that for (much) later.

 

 

At the end, I love the principle of Syndicates, but I really feel like there should be a lot of things to add to it. Syndicates brings a lot of lore to the game, it's a pity that it's not exploited further. However, I am hopeful about the syndicate system being improved sooner of later. It's a good start in my opinion, so let's move forward to something even nicer and funnier to complete.

 

Thanks for reading.

 

Everything absolutely true. It's exactly as I think about all the Syndicates matter.

 

Plus:

1) I think that, when a Tenno works for one Syndicate, the master of the Syndicate should replace The Lotus in every mission. Some Syndicates don't seem to be so 'Lotus friendly', like Arbiters, Perrin Sequence, New Loka and so on.

So, if a Tenno works for a particular Syndicate, he/she should receive orders from the actual boss (for example, instead of kill Alad V because he's working with Tenno components, kill Alad V because he's dangerous for all life forms if you're working with Cephalon Suda and so on).

 

2) The Lotus should totally be a separate Syndicate. As I wrote, some Syndicates purposes aren't in common with The Lotus one.

If a Tenno start to fight for Syndicates like Arbiters of Hexis, or New Loka (that isn't exactly the true meaning of 'balance into the system') and so on, he/she should be able to leave The Lotus for a while, or forever.

Plus, we need more Lotus lore. What's the Lotus? An association? A group of rebels? An AI?

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Because sigils is tradable, they should not give bonus rep, as players can just buy the best one and power level like crazy.

My thoughs and suggestions about syndicate reputation gain you can find here:

https://forums.warframe.com/index.php?/topic/336715-suggestionideas-for-rep-gain-changesimprovements/

 

Are you sure that they are tradable ?

 

I guess making them not tradable wouldn't be a great loss in that case. After all, why a Tenno devoted to New Loka would bring with him a Cephalon Suda sigil ? Since sigils are purely cosmetic, or would only bring reputation bonuses, that wouldn't harm a lot I guess.

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-snip-

Scoreboards, horrible idea on my part. Only places conflict ion and competition remove that from what I just said. Really thought about it, and I am very serious on trying to improve the Syndicate system. However my point still stands(the one with the link of course).

Thanks for hearing me out.

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Well... That's rumors. But I guess it could worth a try. Being affiliated to Cephalon Suda, I can't remember earning more points while doing void missions though. I also earned an incredible amount of reputation while doing a partucularly long excavation run with other people on Europa (I was standing at 880, others were standing a 550), but my mission results at the end were also the best by far, so maybe it's because I was really good during that particular Excavation run.

Keep in mind that if you are running an affinity booster you will naturally be getting more reputation than those that dont (becuse reputation is based off of affinity gain).  Typically double but there are also descrepencies if players are outside the affinity sharing range as well and how much you use powers (that affinity isnt shared).

 

I've found that boosters aside, our group members got much the same reputation gains (only minor variances) reguardless of the end of mission results (as some group members were vastly further ahead in their stats, but much the same rep gains).

Edited by Loswaith
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Syndicates are pretty useless, the skill mods for frames are mostly superficial cosmetic additions, nothing really powerful or worth getting.

The mods are weapon restricted and almost all of them are super bad and a waste of mod slots.

The Void key packs are about the only thing that is worth getting, for 5000 points, you can get 5 keys, 5,000 points takes about 5 long defense missions in T3/4, so you can grind T4D endlessly basically.

 

As for the new Syndicate stalkers? They are a joke, you can solo them easily and they have no drop so far that i've noticed. They could have atleast had them drop the opposing fraction Mods or something, so that you can actually gather all the mods, no matter what affilation you take.

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