Hybridon Posted November 7, 2014 Share Posted November 7, 2014 DE, please hear me out, syndicates need rebalancing, and it can't take as long as dojo pricing took (a whole update, months of waiting to be honest).While I applaud the idea, and enjoy how you fit in lore and a "bigger meaning" towards syndicates, the pricing is going to drive some people mad. Not only that, you are pushing content away from us, by dangling it in front of us, but making it so hard to achieve, that soon some people will just leave, when the system was supposed to actually make long term players stick around and help develop even further the game, because the player base is actually the biggest responsible for warframes long term life.I love warframe, hence my 1400 hours, and more than double of that on Steam, cause in game only counts the mission hours. I spend time building up ideas, or even just playing with cosmetics. But at the same time I want to feel like Im building up towards something, and all that the rep system made me feel at this point is that all my work is for nearly nothing.If a player wants all sigils and items that a single syndicate has to offer (Im excluding keys and specters on this calculation), its a total of 659.000 reputation, along with the credits and resources you have to sacrifice. Most people dont know the best way to grind rep, while I have seen people gaining 15-20k in an hour (using a booster), even after Viver got "fixed", most people dont actually know how to do that, etc. If we take into consideration somebody without a booster, and gaining 5k per hour (and at least for me its hard to gain 5k per day, because I get bored of going into Viver and mashing 2, instead of you know, having fun), that means around 132 hours to get all the rewards, that means grinding non-stop on the same kind of mission for 132 hours. Sorry, but this seems way off the chart. Then add in what certain sacrifices that are needed (specific void piece), it goes out of proportion.Dont get me wrong, Im ok with the sacrifices, even the catalyst/reactors (even though I think they should be rank 5 sacrifice), but the thing is, to achieve a new rank, we sacrifice reputation along, so what is already a grind, becomes even deeper and heavier. Did i mention the fact that you want to add further stuff, and that usually you dont actually have consistency in pricing? You have added stuff at higher costs because it was the new flashy thing, and im ok with it, but at the current state of things DE, how about we sit down and have a mature dialogue?Enough rambling, lets get into solutions!1 - REP RANKING:Current rep need to achieve a new rank is good imho. Its a long term goal, that obviously hardcore gamers will end up brushing through, we cant "fix" that. Thats 240k to reach level 5, thats a hard goal and that makes it so that people like me, that like to play different frames, experiment different tactics and play a variety of missions can get there in a month, even more. Its a long term goal, but feasible. What needs a change is rep waste. By that I mean:a) Once you reach the ranks rep goal, for example rank 1 is 5k, anything extra continues to pile on. Once you pay the sacrifice, you have that rep saved up, instead of completely losing it. Its especially needed in cases like a rank 4, that needs Bo Prime Handle. You will be grinding to get keys, then grinding to get the part, and you can be achieving rep while surprise, playing something different, eve if its towards a goal. That way the rep doesnt go to waste.b) Once you level up, you lose rep. Thats the worst, when I reached rank 2 I was keen to spend the 5k I had on a new sigil, or even the specters... but I got reset to 0. Thats the worst slap in the face. Let us keep the rep so we can spend it. What that made me do is now Im not using rep even on sigils, cause I want to spend as less as possible to get the rewards that actually matter for gameplay. This is a good way into adding other rewards at nice prices, that arent like OH MY GOD I NEED IT, but can be useful if we arent losing our rep every time we rank. 2 - ITEM PRICING:Dont get me wrong again. I agree with long term goals. But you have hinted that you are going to add even more content. You made this content trade able, but then you add them at such ludicrous prices, that when a person finished buying the current content, there will be so much more added just to there syndicate, that to have even a chance at buying a bit of the rest will be almost impossible.I agree that getting everything has to be something only people that invested much more time and effort should get, but you are locking out exactly the biggest portion of your player base, the ones that play religiously, but cant afford to play 5-8 hours every day, non stop grinding. My idea would be:a) 1 X Specter - 500 rep. (add single specter packs) b) 5 X Specter - 1500 rep. c) 5 X Tower 4 key - 1500 rep. d) Sigils - same pricing they have now, but add in more rep gain if you use them, according to pricing, ofc.e) Weapon and frame augments - 15k repf) Large Restores - 25kThis would reduce total pricing of what you only need to buy once, to around 310k. Along with the 240k you already gain from raking up, that would cut down a lot of the costs, and make it so that people will actually spend on sigils, specters and keys as they gain rep, as it wouldnt be a "burden" towards achieving that max rank.Also helps out a lot on having more people trading, and when new stuff gets implemented, theres a chance players will have finished off ranking at least there syndicates.Current state of the game incentives you to only rank up and buy augments once you reach rank 5, and dont care that much about the rest. Specters are 1 use only, meaning that once you deployed it, you cant re-use, while mods are reusable, and restores also are reusable. Cosmetics are just, well, cosmetics, meaning that what matters are in truth, augments and restores. Keys are farmable, so "wasting rep" is a true thing, especially when you lose all your rep when you rank up, and to get the augment... you need to rank up. 3) REP GAIN: Current system seems correct, the more you kill while using that factions sigil, the better rep you get. But we have no alternatives to actually incentive players into getting deep into the whole lore of syndicates. Like you are helping out that syndicate, and as you help more and more, you earn rep quicker with them. My idea is that, similar to daily rewards, if you support that syndicate every day, you get passive rep bonuses. Meaning on day one, after completing the 3 missions, you gained the aprox. 1k rep the alerts give you. After around day 5 (doing syndicate missions), you get a 10% rep multiplier on any mission while using the syndicates sigil. After 10 days straight, 20%, and so forth. The more you fight for your syndicate, the more rep you get. Numbers need balance, but this incentives playing everyday for your syndicate. 4) REWARDS: Again DE, rewards have to be worth it. While I like the weapons with there small buffs, and the AOE effects you get, when filling in the gauge, etc, theres a lot of imbalance. You took away 2 slots from frames, so that people could use more the powers, and still experiment with more vast mod builds. Now we have 1 augment, but we all know there will be more augments for each power, meaning that at some point if a person gets all 4 for a frame, and wants to use all 4, you are using up half the mod space. Not only that, certain augments are useless, and are badly thinked out.Saryn, Volt, Frost and Ember add the element towards a friend. Most basic elements deal to little damage to enemies, and along with that in the middle of battle its really hard to keep aiming at friends and buffing them. While other augments, like Ashs Smokebomb are easier and much more helpful towards team play.Not only that, Frosts Freeze today is underwhelming, then you add an augment that is also underwhelming, you have 2 problems to fix. Frosts subpar power, and the fact that people will only get the augment to complete the mod collection, 99% of Frost players wont use it over a mod that benefits maybe even all 4 of his powers, like Intensify for example.My idea is once you get a frame to balance, balance out his augments along, so that its appealing. And when you guys talked about augments on the stream, at some point I thought it was something we would buy from the syndicates and that it would be kind of implemented to your frame, not another mod that doesnt really create build diversity. I truly think that this system needs a bit of a revisit. Before it becomes a problem like Helmets with stats where (and still are). :) To sum up, the current system is a nice start, but it needs changes quickly (preferably until next week. Yes, next week, cause the grind is getting vicious). It can still be long term, without being so boring, repetitive and bashing. Link to comment Share on other sites More sharing options...
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