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Abilities Potential Solution/s


Tyroki
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Copy pasta from another thread that I posted this in, as I think the suggestion has merit.

 

"Abilities shouldn't be mods: True.

 

However, that doesn't mean that abilities can't continue to compete with mods. I was thinking about this earlier.

 

A side system for abilities which sets them in stone. You always have access to your abilities, at a 0 rank level. However, then we add a nice shiny slider to the abilities. Abilities gain access to new ranks based entirely on the level of your warframe. Using this shiny slider, you can determine the rank you want the ability to be. However, the system is shared with the mod system points. Leveling your abilities takes away points that can be used for mods. This way we get the following:

 

1) Get abilities out of the damn tables (Every. Single. Effing. Table)

2) Give reason to occasionally use the less wanted and more situational skills, instead of throwing them out like unwanted food.

 

3) Keep a reason for polarizing your Warframe.

 

Potential addition to this is a secondary points system, allowing you to decide which abilities gain new ranks. Eventually, by Warframe level 30, you'll have the ability to max rank all of your abilities regardless, but hey, choice. It's a nice thing to have.

 

Please consider this potential solution to the ability mod problem."

 

Heck, if you have a better idea, go ahead and post them here.

 

Discussion is most wanted =D

Edited by Tyroki
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Here is my thought:  at some point something is going to be treated as garbage just because the others aren't.  which as a substitute, I would suggest keep them as mods (so you don't all of a sudden get 6 slots (so to prevent power creep) as opposed to 10; you should have the freedom to re-re-re-re-polarize should you decide you don't want abilities equipped), but make them only as craftable items:  you get them from crafting the frame, so why not craft them individually?  sell the bp for those mods on the market (or any new substitute abilities mods) as a gold sink

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No. The reason why abilties as mods are kind of... ruining the game is because they're clogging up the drop tables.

If you pick up a mod, there's a very good chance that what you get is an ability. Do a mission, look at your mod drops. It is commonplace to get over half of those mod drops being abilities.

You do not need ability mods being dropped. You get the mods when you make the frame. (NOTE: A fix WOULD NOT be making you not get the abilties when you make the frame, that would just be dumb)

Because you will already have any ability you wish to use, any and all ability drops are basically wasted mod drops.

 

This means that around half the mod drops you currently get are completely worthless.

That rare sound quake you got? That should've been flow or a multishot.

That uncommon silence? That should've been northern wind or stretch.

Abilities in the mod tables basically gyp you out of half the mod drops you should get.

It is a really terrible idea, and I have no idea how it got okay'd in the first place.

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No. The reason why abilties as mods are kind of... ruining the game is because they're clogging up the drop tables.

The problem with that is when you take something out of the table some other thing (when you maxed related mods) will become (in a relative sense) completely worthless.

Frustration is supposed to be the part of RNG and part of the game.  If it is meant to give the stuff you want most of the times, might as well make token system for mostly everything.

Edited by Stupid_Idiot
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The problem with that is when you take something out of the table some other thing (when you maxed related mods) will become (in a relative sense) completely worthless.

Frustration is supposed to be the part of RNG and part of the game.  If it is meant to give the stuff you want most of the times, might as well make token system for mostly everything.

Nononononono.

Sure if you've maxed hellfire, then any hellfire mod you get afterwards is useless, but at least when you first get it and then when you're levelling it, the mods have a use.

With ability mods they are useless from drop # 1. They're really easy to level and you already start out with one. There is absolutely no point in having them drop in the first place.

Ability mods in the drop tables just mean that half the mod drops you get are pointless, frustration is not something you want in your games, you play games to have fun, not to slam your head in frustatration as you just got another wasted rare mod as it was just Crush or something.

 

Frustration is NOT something you want to be part of your game design.

Fun is.

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Simply put, if they want to dilute any portion of the drops table (common, uncommon, rare), they should do it by making new mods. There have been many, MANY suggestions for new mods. A decent amount of those, admins have commented on and have liked.

 

There is NO reason to keep ability mods diluting the tables. At least with other mods, as has been pointed out, they have a use at some point in your play. Even if you max them out, you can still use those mods to up other mods. With ability mods, you can't use them unless you have the frames, which COME with the ability mods.

Edited by Tyroki
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You do realise that your "useless" mods are actually invaluable to my fusion?

They do, and they want to ruin the game by shortening the time it takes to max every conceivable mod.

 

and they don't happen to realize there is not the same sense of accomplishment and satisfaction without the feel of working hard toward it and the corresponding frustration

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