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Matchmaking with fissures


-AxHx-MDeero
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A few things:

The void traces random amount is kinda bogus, it could instead be tied to staying close to fissures or killing enemies affected by fissures or both together.

The drop chances for refined relics is kinda bogus, the drop chance for the rarest items is not even paired up to the rest, it is still lower. So maybe we can up the amount needed for the refinement to the highest, but gain at least the same chance for the rarest drop.

Now, those lines above seem to be off topic, but they are not, cause those are the reasons why someone would even want to farm traces / run a fissure without a relic.

To the matter at hand: Matchmaking in fissure runs needs a complete overhaul:

  1. Matchmaking needs take place based on having a relic equipped or not. I don't want to be the antisocial guy going for traces without relics and therefore reducing everybody's chances.
  2. Fissures should never be joined while they are active, sometimes you wont be able to collect the reactants needed. (Other missions already have a "objective completed" state, why doesn't this?!)
  3. The "bug" about selecting a fissure in a squad while others do the same needs to be fixed. If a squad member selects a fissure mission, he has to select a relic, if another squad member selects a fissure (even if it is the same) the former mentioned squad member's relic selection overlay is closed and the fissure was not selected. To fix that, the selection of a fissure should make it the active node (despite of not having selected a relic then), if then the relic selection is canceled, the players vote should automatically be set to "decline". That way there is no synchronization needed between squad members node selection. I think you made it harder than it could be on yourselves by trying to postpone the node activation. (Canceling does mean to cancel and not to "Play without fissure")

THX for considering this!

 

Have a nice day

Edited by MDeero
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