BrazilianJoe Posted November 11, 2014 Share Posted November 11, 2014 (edited) Viver is a symptom, not a problem. One major complaint about Syndicates is that the grind is too long, and I rally behind this complaint. Also, veteran players are being completely hosed by getting nothing for their past efforts. I don't mean we should just get the mods, but we should have at least a partial boost to progress based on past gameplay. The most critical shortcoming is that basing syndicate reputation solely off XP is oversimplified and does not reward the player for playing the game. Instead he is solely rewarded for hoarding XP, which naturally leads players to get to the most effective place for that. Changing it all Which alternative system for syndicate reputation may work? Objective: rewarding players for playing everywhere, without having a grindfest in specific maps. Proposed system: mission counter rewards Instead of hundreds of thousands of points, initial reputation levels would be in the tens of points, and later levels in the hundreds. Same goes for syndicate rewards. Proposed scale: Rank 5: 400 Rank 4: 250 Rank 3: 150 Rank 2: 80 Rank 1: 25 Rank 0: 0 Rank -1: -25 Rank -2: -80 (caps at -150) Rewards would scale cost cost up to 250 reputation points. UPDATE: Added conclave scaling here too to make missions of all levels playable scaling to power envelope. Each mission success would reward one reputation point IF: Players conclave rating is 40 * (average enemy level). . if the player falls intOn infinite missions, each reward tier achieved rewards one reputation point. This will grant similar rewards for playtime, regardless of playing a succession of single objective missions or an single infinite mission. Advantages: Privileges all mission types with reasonable reward levels instead of 'pick up the highest XP per minute' mission. Disadvantages: Has a bias toward rushing. This is an issue with the mission mechanics which privilege rushing, moreso than the syndicate system in itself. Even so, the rushing wouldn't be able to speed it up too much. It can be considered a minor issue, and depends on changing the structure of these missions to be fixed, which can be done later. I will propose changes to the most rushable missions and link here later. UPDATE: Rush love-hate embraced as a valid strategy, enabled where it was impossible and limited where it was exploitable: https://forums.warframe.com/index.php?/topic/343630-rushing-not-all-bad-lets-embrace-and-limit-it/ Doubling your rep reward The player would be able to try to double his rep reward. To perform that, the player would have to fulfill the following conditions: The max. conclave rating of the player would have to be 20 * (average enemy level) (half of the plain reward). If the player is using a frame which is favored by the syndicate, max. conclave rating gets a 15% bonus. The syndicate mods (weapon and warframe) will NOT count towards the conclave rating for this purpose only. Each owned sigil gives the player a 10-point bonus to conclave rating cap. The player would have to be using at least one weapon which is favored by that syndicate. The weapon(s) with the highest conclave rating must be the weapons favored by the syndicate the player is using. Weapon syndicate mods DO count towards weapon conclave rating for this purpose. If and only if all these conditions are met, player gets double rep. Edited November 11, 2014 by BrazilianJoe Link to comment Share on other sites More sharing options...
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