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SolarDwagon

A Request For Official De Response On The Sigil Question

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Wow. To hear that later sigils give no reputation benefit is... extremely disappointing.

 

Visual effects and "cool" points be damned; when it takes WEEKS to farm a single one of these items, INTENTIONALLY, what is the point?

But you see, they're GOING to at some point, when they work out how it should go.

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Wow. To hear that later sigils give no reputation benefit is... extremely disappointing.

 

Visual effects and "cool" points be damned; when it takes WEEKS to farm a single one of these items, INTENTIONALLY, what is the point?

Basicually by playing just around 3 hours per day or less you get around 90k + syndicate points if you play it corectly in a month

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Would just make more sense to give higher gains just by your rank in the syndicate at that point.

 

Well that's what I meant, but I forgot that there are actual ranks. :P

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I feel the obvious choice is to have purchase of a sigil unlock a bonus that applies when you wear any sigil of that faction.

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Make it so that each sigil adds a small boost. For example, Tier 1 Sigils give 10% boost each, Tier 2 give 15% each, and so on. so player with two T1 Sigils and one T2 sigil will get a collective boost of 35%. Numbers don;t matter, just trying to get the idea across. This way, players can wear whatever Sigil they want, but it would be wise to collect them all.

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What about opening up the unusued Sigil slot, since we can only have one, to an invisible item purchased from the syndicate that boosts the standing gain of your sigils?

 

Best suggestion I've seen thus far

 

You could have the bonus of the most "important" one or just the bonus, and also wear whichever you think it's the "coolest". Win-win.

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Herp derp doubtful that DE will change their stance.

About what? They said that they would do something about sigils and extra rep gain IN THIS THREAD.

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To add to this after word from Pablo, we will be adding a way to preview the Sigils next week. Also, as per Devstream 40, we are looking at slight Standing bonuses but we don't want to make a preferred design obsolete.

Well how about instead of giving a slight bonus, give a larger one but to make it so that lower ranked sigils dont become obsolete give the increased standing according to the highest rank sigil you own in that syndicate instead of the specific sigil you have equiped, so that you can use your cool rank 2 sigil but still get the bonus from your rank 6 one for example.   

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I guess all sigils but the last one will remain on the shelf. The exception is some silly players with or without xp boost willing to spend standing to look cool only. Total fail, useless to be only cosmetic. Is it so hard to foresee that?

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If it's about customization, make all sigils cost the same reputation and add bonus based in rank with the syndicate. Some players like me just want to get the last one just because it's the most expensive.

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If it's about customization, make all sigils cost the same reputation and add bonus based in rank with the syndicate. Some players like me just want to get the last one just because it's the most expensive.

Yep, totally relate.

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I apologize for also posting this idea here, but considering it's the largest(?) feedback thread, albeit in General Discussion, I thought I'd add it here - and I apologize for keeping it relatively short:

 

 

Instead of a flat Standing gain increase per next tier Sigil, might Sigils not instead give equal - or close to equal - Standing gain increases, but under different circumstances?

 

That way, each Sigil has a use, and there is a choice to be made beyond the purely cosmetic. Likewise, even the lowest tier Sigil might be the most desireable, given it caters to someones prefered playstyle.

 

To give an example (taken from the linked thread above):
 

Red Veil:
Sigil #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": Increased standing gain with Steel Meridian
#6 "Ruin": Substantially larger standing gain when using favoured Warframe/Weapon.
#7 "Viscera": Adds standing gain with "New Loka"
#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 - possible to wear while wearing 1 other Sigil?)

 

Each Syndicate has different situations for their respective Sigils, and some will have certain general situations available sooner than others - for example Steel Meridian might first get "Gain when using favoured Warframe/Weapon" on their 8th sigil - so it's not completely mirrored.

In essence, each Sigil would be a sign of specialisation within the Syndicate, in the above case, the "Covert" Sigil is the one used by the sections of Red Veil who are tasked with finding the cause of the infection, for example.

(Much) further down the line, this could even lead to "Sections" opening up to Tenno devoted to a specific Syndicate, giving access to ever more exotic and rare bonuses.

 

Alternatively, one could keep the Sigils as purely cosmetic, and add another way (Face Emblem?) to improve standing gain, but, in my own opinion, something involving a bit more choice than "merely" a flat increase in gain rate based on the material cost of the item.

 

Either way, as mentioned, the improved Standing gain is definitely a step in the right-ish direction, but keeping it as nothing but a flat increase would be a shame, in my opinion. And it would beg the question why did each Syndicate make so many Sigils, if they did not symbolize something?

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Basicually by playing just around 3 hours per day or less you get around 90k + syndicate points if you play it corectly in a month

Explain to me how you gained 90k Sigil in 3 hours please

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-snip-

Yes! That's great! I've never even though about that. Exotic bonuses that reward players for completing specific tasks or tasks under specific circumstances are absolutely what syndicates need to be less repetitive. I really hope we see this, or something like this in the future.

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To add to this after word from Pablo, we will be adding a way to preview the Sigils next week. Also, as per Devstream 40, we are looking at slight Standing bonuses but we don't want to make a preferred design obsolete.

Why not just make it where, when you rank up, the amount of Rep you get from missions increases since you're a higher rank? That way none of the sigils are made obsolete, and people can stop complaining about the stupendous amount of rep you need to rank up.

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Explain to me how you gained 90k Sigil in 3 hours please

 

maybe he means you are going to make 90k sigil in a month if you play 3 hours per day

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- snip -

 

YEEES! Of course, I will now be disappointed if DE does anything less interesting. DE! Read and follow Santiak's advice, please

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in a month i said 

Far underrating farm power, by the way. If you're specifically farming for rep, a very conservative estimate is 5k an hour, so you get your 90k in under a week of 3 hr/day play. Get the dedicated farming RIGHT, and I've seen over double that quoted.

 

However, that is super dedicated play that I imagine 90% of the community would find unfun, and would not recommend those people to attempt it. For any normal person, forget about syndicates and just play and level things up while wearing sigils, and ooh and aah when you rank up. Much more fun.

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I'm in Cephalon, and the only Sigils I like is the low rank ones. I would happily unlock "effects" that cost a ton of points to that my sigil does more then just sit there , but even if higher ones gave extra points, I probably would not bother. They would have add a LARGE amount before I'd personally consider it, and by that stage it would be unbalanced, and I would be just gaming the system.

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