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Mod Drop System Is Dull


Bitfly
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I think the mod drop table should be more strictly related to faction and level/endless mission wave completion.

While theoretically, certain type of mod drop more from certain faction- it's not always the case. You can have flow somehow drop from Grineer map and radial javelin drop from the Corpus. Higher level doesn't really increase the drop chance of rarer mods that much. Playing Pluto and got 10 common isn't really worth the risk though.

- Strict the mod type on Frame/Weapon/Power and Sentinel or Polarity type by faction. They can't drop anything outside of these specific kinds of mods. This will make things more certain but still relies on chance to get what you want.

- Increse reward in higher level proportionate to the risk. Running outer terminus pre-reset and get the same reward as Kiliken is not alright. It's against human nature to invest much time and effort for something with low value.

- The transmute idea is good. More mod/credit sink. I have overabundance of rush mod when maining Loki...kind of useless for me. 5-10 common for one random uncommon, 5-10 uncommon for one random rare.

I disagree with the auction house though. Whoever use this option is shooting himself in the foot and shorten his own game. Considering more problems that will follow the auction house, I don't think it's worth the effort.

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tl;dr: The RNG should stay, but make certain controllable factors "persuade" the percentage of drop factor..

 

And why is that ?

 

What is that thing an RNG can accomplish but a token system cannot ? With token system, DE can easily control the rate they want an average player to aquire mods. Also, token system doesnt mean in any way that you can get stuff without playing (read: farming). You still need to do that.

 

The one and ONLY difference between RNG and token system is, token system will give a sense of accomplishment/progress, however little it might be. And RNG on the other hand can prove quite frustating. And by that difference, IMHO, token system is a superior.

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Without trading, there is no viable way to get the mods you need.

If you want something specific, it becomes more of a long-time unreachable goal

rather than something you go work for and eventually get and enjoy.

You really need to get that trading going or change the drop rates if you want to

keep (especially new) players in the game.

I think new players should get some common mods (like vitality, redirection and serration/damage mod for each kind of weapon) when starting the game. And add a pack of 30 plat you can only buy once with the following mods : a flow, a streamline, a continuity, a power and a multishot for each kind of weapon.

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rksk16it, on 27 May 2013 - 12:59 AM, said:

And why is that ?

What is that thing an RNG can accomplish but a token system cannot ? With token system, DE can easily control the rate they want an average player to aquire mods. Also, token system doesnt mean in any way that you can get stuff without playing (read: farming). You still need to do that.

The one and ONLY difference between RNG and token system is, token system will give a sense of accomplishment/progress, however little it might be. And RNG on the other hand can prove quite frustating. And by that difference, IMHO, token system is a superior.

It's a bit of psychology. Why do people enjoy gambling? The randomness of the win is a part of the game. It has the feel that "next time I'll get it". You get same amount of money from a casino compared to a day's work in the office - the casino is somehow feel much more enjoyable than working in the office.

Totally replacing RNG with Grind isn't feasible. Game becomes work and work is rarely an enjoyment for most people. I think Warframe need both in order to strike balance in horizontal progression. No doubt that they're relying on RNG too much at the moment and grind part is forgotten, only exist with leveling up and mastery rank.

I think Grind should affect RNG, rig RNG with grind. The more you do some thing, the better chance of something specific dropping as a reward but not 100% guarantee.

IE. Playing Mercury missions, all of them, will make the droprate for ... Multishot from Vor increase to 50% (he drop it 5 out of 10 times) instead of 0.01%. However, if he doesn't drop it then you'll have to start over again.

I think player will find the most optimal path in order to acquire an item. Mixing grind and RNG is probably the way to fix this problem, some part of it.

Edited by neKroMancer
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It's a bit of psychology. Why do people enjoy gambling? The randomness of the win is a part of the game. It has the feel that "next time I'll get it". You get same amount of money from a casino compared to a day's work in the office - the casino is somehow feel much more enjoyable than working in the office.

Totally replacing RNG with Grind isn't feasible. Game becomes work and work is rarely an enjoyment for most people. I think Warframe need both in order to strike balance in horizontal progression. No doubt that they're relying on RNG too much at the moment and grind part is forgotten, only exist with leveling up and mastery rank.

I think Grind should affect RNG, rig RNG with grind. The more you do some thing, the better chance of something specific dropping as a reward but not 100% guarantee.

IE. Playing Mercury missions, all of them, will make the droprate for ... Multishot from Vor increase to 50% (he drop it 5 out of 10 times) instead of 0.01%. However, if he doesn't drop it then you'll have to start over again.

I think player will find the most optimal path in order to acquire an item. Mixing grind and RNG is probably the way to fix this problem, some part of it.

 

You are right, but all of your statements can be turned around.

 

Gambling : Imagine a scenario where you CANNOT earn anything by working, gambling is the ONE and ONLY way to earn. Just imagine the level of frustation. Currently, gambling is enjoyable because its completely optional, you can become filthy rich without gambling even once in your life. Gambling and work, RNG and token system.. both are like extra spices and main food content. Spices are good to have cuz they are optional. If they give you ONLY spices, it just wont work.

 

Regarding gaming becoming work. I would rather compare any kind of farming (RNG or token) a kind of work. Yes games without farming do exist. Look at old games like Mario, or most of old-school side-scrollers (one I can think of is Claw). There is no farming whatsoever, I played Claw for like 8 months. Back to RNG vs Token, Ill say token system is work (agree with you), but RNG is even worse. Its work with irregular pay, and what warframe is, its like you work for days without any pay, and one fine day you get a free pizza, and then back to same old routine.

 

IMHO, there is nothing wrong with giving guarantees. I am not asking for a guaranteed rare drop within first 5 minutes of my gameplay. If they implement a token system for mod, I am OKAY if I have to farm 6 months worth of my playtime for even 1 mod. Also, that system CAN coexist with RNG. Both dont need to be exclusive of one another. You can farm most of the mods from RNG, and get that one elusive mod you ever wanted which never dropped for you.

 

Lastly, by looking at your last sentence, you said "grind AND rng". I dont know why you call token system a "grind" whereas RNG IMHO is a much worse form of grind.

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Gambling is the art of feeding you enough wins that you're willing to get ten times as many losses.

 

The problem is that right now it's like you win once for every hundred losses, and nobody's willing to work that much. There's no "next time's the one!" feeling.

 

A guaranteed rare drop within five minutes of gameplay (and then maybe every 30+-5 mod drops or something like that) would go a long way to get the player hooked, come to think it. Give it the illusion of randomness, while keeping results controlled. That's how casinos earn so much money. They feed you just enough wins to make you willing to spend all your cash, because you might just get lucky next time.

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Gambling is the art of feeding you enough wins that you're willing to get ten times as many losses.

 

The problem is that right now it's like you win once for every hundred losses, and nobody's willing to work that much. There's no "next time's the one!" feeling.

 

A guaranteed rare drop within five minutes of gameplay (and then maybe every 30+-5 mod drops or something like that) would go a long way to get the player hooked, come to think it. Give it the illusion of randomness, while keeping results controlled. That's how casinos earn so much money. They feed you just enough wins to make you willing to spend all your cash, because you might just get lucky next time.

 

Exactly. This is why I said in my post that "gambling" in warframe is extremely close to "working without pay". You work work and work, and get nothing in return.

 

Token system is, IMHO a middle ground and a sweet compromise. DE can keep the aquisition rate of rare mods low (by keeping their token prices high), while still not frustating the **** out of players. Players will still have to grind/farm (read: play) the games, and nobody is "getting everything" in a day.

Edited by rksk16it
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