Sethrea Posted November 14, 2014 Share Posted November 14, 2014 While I am glad to see the damage to the Warframes reverted, the rest of th changes are only positive is they are a START of Syndicate reworking. I understand there is only as much you can do in short notice, but nothing you posted trully fixes the underlying problem (enormous grind required for syndicates) that Viver was a symptom of, nor does it fix Viver. It may be used a bit less extensively now that people will get capped, true. And that is it. So please keep on working on this... Link to comment Share on other sites More sharing options...
RAFFIFAR Posted November 14, 2014 Share Posted November 14, 2014 Pretty Awesome Ideas, very forward thinking and anti nerf...gotta love it..THanks DE! :P Link to comment Share on other sites More sharing options...
Vykhram Posted November 14, 2014 Share Posted November 14, 2014 Yay! Sigil exp multiplier! Now I can look fancy and be rewarded. The cap also seems reasonable. At MR14 I don't think I will have any issues with it since I typically get less than 5,000 a day depending how much I play and what modes. That could be changed with the Sigil Multiplier Link to comment Share on other sites More sharing options...
SwiftPotato12 Posted November 14, 2014 Share Posted November 14, 2014 Thank god. Link to comment Share on other sites More sharing options...
WindBlade Posted November 14, 2014 Share Posted November 14, 2014 um... any chance the bugged archwing quest mission is being fixed as well? Link to comment Share on other sites More sharing options...
MechaKnight Posted November 14, 2014 Share Posted November 14, 2014 (edited) At least sigils purchased with rank have some bearing in all this. However, I'm not sure the syndicate reputation grind wall has been dented at all. The syndicate dailies are slightly better by a margin, and the worn sigils help. However, the rate at which we gain points will be mostly the same. The cap on syndicate points will slow down the grind rush substantially, but it seems the incentive--the wall of reputation points to collect--is still there. Maybe the multipliers will be more substantial than I think. However, in my opinion the true solution is having new mission paths and achievement rewards to gain syndicate for fun and varied tasks we can pick up any time we choose. Like dailies, but a few missions on all planets for slightly fewer syndicate points than the daily rewards. They would be best placed on rarely played nodes and game modes, such as Hijack, Excavation, Rescue, and higher level nightmare modes. Edited November 14, 2014 by MechaKnight Link to comment Share on other sites More sharing options...
ndantony Posted November 14, 2014 Share Posted November 14, 2014 Great changes Rebecca. Tell the dev team the forums are sorry, and whenever someone mentions U15.2.0, we can just say "What U15.2.0? We hit U15.2.1 first." Everyone wins here. :D ...not sure what you were talking about. We had 15.1.3 and are going to have 15.2.1. :D Link to comment Share on other sites More sharing options...
Lorefarmer Posted November 14, 2014 Share Posted November 14, 2014 This sounds excellent, thank you! Link to comment Share on other sites More sharing options...
Mama_Sasha Posted November 14, 2014 Share Posted November 14, 2014 (edited) Sounds good to me. One question, will the hotfix be fixing the problem that we founders have? I cant see my founder status in my profile ingame. Edited November 14, 2014 by Cebius Link to comment Share on other sites More sharing options...
Sannidor Posted November 14, 2014 Share Posted November 14, 2014 Aaand my Jat Kittag is ready... ...for the fix. Please revert air melee attack to it's original overhead form. Link to comment Share on other sites More sharing options...
Edgedemon Posted November 14, 2014 Share Posted November 14, 2014 So revert on previous skill and cap on syndicate xp? You solved nothing, syndicate system is still horrible, people will still spam 4th skill. 2 times a day. to be fair is unlikely that people get to 32000 rep points unless they are farming there Link to comment Share on other sites More sharing options...
traficonserv Posted November 14, 2014 Share Posted November 14, 2014 im happy that they reverted the nerf, but what about viver now? we can use homer's drinking bird again. Link to comment Share on other sites More sharing options...
Edgedemon Posted November 14, 2014 Share Posted November 14, 2014 Syndicate standing gain cap applies to every syndicate as a whole or does each syndicate has a different cap? Eg. If the cap is 32000 as a mastery rank 15. Does it mean that 32000 is the total standing i can gain including all syndicates or is it a cap for one syndicate? Thank you very much that's a good question can we get more info on that because most people have 3 syndicates at once Link to comment Share on other sites More sharing options...
CaptainJohnson Posted November 14, 2014 Share Posted November 14, 2014 Is there any info on what kind of standing multiplier the higher-tier sigils will give? These changes look great, and I can't wait to test them out. Thank you guys so much for listening to the enormous player feedback. Making mistakes is something every developer does, but listening to players and fixing those mistakes quickly is something Digital Extremes does best. I still think it was a poor choice to go against the player feedback before with 15.2, but y'know, all water under the bridge. We will only remember "15.2.1" and "15.2" will simply vanish into nothingness. Link to comment Share on other sites More sharing options...
Farris Posted November 14, 2014 Share Posted November 14, 2014 Great changes Rebecca. Tell the dev team the forums are sorry, and whenever someone mentions U15.2.0, we can just say "What U15.2.0? We hit U15.2.1 first." Everyone wins here. :D Steve Agrees :D "Future me: "15.2? What's that? Didn't 15.1 go directly to 15.3? - I don't know what the hell you're talking about!" #SaturdayNightViver" Link to comment Share on other sites More sharing options...
---RNGesus--- Posted November 14, 2014 Share Posted November 14, 2014 I thought we are going to jump directly to 15.3. But this is good anyway. Thanks for the effort DE :D Link to comment Share on other sites More sharing options...
--MZez-- Posted November 14, 2014 Share Posted November 14, 2014 Goodjob DE u made everyone happy Link to comment Share on other sites More sharing options...
KatanaWielder Posted November 14, 2014 Share Posted November 14, 2014 Fix for the Rathbone needing 2 handles please! Link to comment Share on other sites More sharing options...
[DE]Rebecca Posted November 14, 2014 Author Share Posted November 14, 2014 Good. Good. Now you only need to adress the underlying problem of gaining Syndicate rep by XP, because with the quick calculation I just did it still seems profitable to go on Viver and max my daily rep. It is any one player's prerogative to make decisions based on opening a calculator before Warframe. The changes overall will benefit players who want to be more rewarded game-wide instead of being forced into the 'most effective' node. There may always be a 'most effective' way, to reflect on a recent video. The value battle between efficiency and choice will be waging on for players, this happens in virtually every game. For some the decision is easy: do whatever it takes to get it fast. Now, players who value choice have more options that what the previous design allowed. Again, the value battle applies to gaming as a whole: throw a hair elastic on my Xbox controller to max my Sneak, or play around and rank it up while doing other things. One is purely efficiency driven. The other relies on choice. There are no right or wrong values in this context, we all have a way we like to play. Link to comment Share on other sites More sharing options...
-10no-Dark Posted November 14, 2014 Share Posted November 14, 2014 I wouldn't mind the cap as far it is per syndicate. Link to comment Share on other sites More sharing options...
Kayblis Posted November 14, 2014 Share Posted November 14, 2014 (edited) At least sigils purchased with rank have some bearing in all this. However, I'm not sure the syndicate reputation grind wall has been dented at all. The syndicate dailies are slightly better by a margin, and the worn sigils help. However, the rate at which we gain points will be mostly the same. The cap on syndicate points will slow down the grind rush substantially, but it seems the incentive--the wall of reputation points to collect--is still there. Maybe the multipliers will be more substantial than I think. However, in my opinion the true solution is having new mission paths and achievement rewards to gain syndicate for fun and varied tasks we can pick up any time we choose. edit: my bad used the wrong numbers,8 days of getting the max cap to max 1 single syndicate Edited November 14, 2014 by Kayblis Link to comment Share on other sites More sharing options...
tris1 Posted November 14, 2014 Share Posted November 14, 2014 what about radial blind? Link to comment Share on other sites More sharing options...
DeltaKai Posted November 14, 2014 Share Posted November 14, 2014 Thanks for the changes~ Link to comment Share on other sites More sharing options...
Edgedemon Posted November 14, 2014 Share Posted November 14, 2014 can we get a list of much each Sigil increases or will it be listed on the purchase window? Link to comment Share on other sites More sharing options...
ZxpferTH Posted November 14, 2014 Share Posted November 14, 2014 Thank But tbh u should come with this idea sooner! love the revert and capped Link to comment Share on other sites More sharing options...
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