Jump to content

A few suggestions for Riven Mods


Heindell
 Share

Recommended Posts

A lot of people have been complaining about the Riven Mods, especially about how they stack randomness on top of randomness, being a random drop you can get once a day as a reward in the end of three random mission, and once it's unveiled, it's for a random (rifle) weapon, with random stats in it, and with random numbers on those stats. 

A few things that could be done to try to refine and hopefully increase the control everyone has over it, such as:

-Having a cap on how much Kuva the mod costs to cycle, or just make a static number from the start to finish, without increasing the cost. Due to the random nature of it all, one could potentially end up cycling it hundreds of times, without ever getting the stats they want on it, and spending 20,000 Kuva to try and cycle it, which would be a bummer, and probably far beyond what anyone is willing to spend.

-Adding the option to Cycle the Riven Mod entirely, not just it's stats, so players can choose whether or not they want to stick to that mod and try and improve it, or try for a new one, after all, we're only able to have a chance of getting one once a day, meaning that someone could reach that 15 Riven Capacity several times over, and not get a Riven for that one weapon they wanted (excluding going to trade chat and buying one for whatever exorbitant cost they set, or finding a generous clanmate). Being able to cycle the mod into a new weapon also somewhat diminishes the problem of people cycling a riven mod for a weapon that people do not want, and selling it as a brand new, unveiled mod. People will still do it, but at least you're not stuck with the weapon the guy had before that and didn't want.

-Allowing players to "lock" one or more of the riven mod's stats, possibly at the cost of additional Kuva, if it feels necessary, so that people can refine a mod into whatever they want keeping the stat they want, and cycling undesired ones. Now, while that would allow players far more control on what they get out of the riven mod, things could get extremely silly depending on just what bonuses you can get together in a single mod, and I can only hope that the dev team thought of it before deploying those out.

-Making the values on the stat bonuses fixed. People in warframe have gotten used to being able to get the same weapon, with the same performance as other players, as long as they can get the same mods the other player has, and while, strictly speaking, it is possible to get the exact same Riven as the other guy, the chance of it seems so low, it may as well be negligible. Having the values to have a particular standard to follow(such as, say, every +base damage modifier will be +120% at max rank, at in the case of two different riven mods giving the same stat for that same particular weapon), would make it so that we don't end up with one guy having a mod adding 50% damage, and another guy having 180% damage on what seems, at first, to be the same mod. Having the stat bonus(and with that, the prefix that accompanies it) give a fixed bonus could also allow for better control over what the mod will do if changes need to be applied to it, such as the case of, say, Damage 3.0 getting released, and all those mods having to change because of it.

-Adding the drop of the Riven mod to drop tables other than the sortie. People like being able to farm for the game's content, and many don't like to rely on the random reward of the sortie, as it is only a chance to get that one thing they want, and it only being doable once a day. As such, it could be added as a drop to the Kuva Fortress, say, caches on the Fortress Assault, or as a Spy Vault reward, or as a Defense Rotation C reward, or something. The Sorties now require you to complete The War Within, so the Fortress seems like the tileset to go if it is to be added outside of the sorties.

(Edit) -Have the riven mods only give stats that actually affect the weapon it can be equipped on, so we don't have a case of something like an Impact damage mod on a Lanka.

(Edit)-Adding an indicator to the mod card that allows players to know whether or not a riven mod has been cycled, and how many times it has been cycled, to prevent ill-natured players from scamming others, claiming the mod hasn't been unveiled yet.

(Edit)-Removing or greatly expanding the riven mod capacity. There was no limit on how many mods we could have sitting in our inventory until now, I do not see why the rivens should be, especially considering that you can receive several mods for the same weapon as drops.

The Riven mods can be a good addition to the game, if handled carefully, but a can also hurt it if there's no control over it, hopefully future patches will improve the system soon.

Edited by Heindell
Link to comment
Share on other sites

What if we could choose What to change in mods? For example you could select what to change in a mod  and by doing so itll increase in kuva value.

you would be able to change: Polarity, reroll for higher chance of mr ( or if ur higher mr itll make it same as ur Mastery Rank), Reroll individual stats , rerolling weapon type.

That way well have more option to choose. Of course kuva values will be adjusted to its category.

What do u think?

Link to comment
Share on other sites

20 minutes ago, Dante130666 said:

What if we could choose What to change in mods? For example you could select what to change in a mod  and by doing so itll increase in kuva value.

you would be able to change: Polarity, reroll for higher chance of mr ( or if ur higher mr itll make it same as ur Mastery Rank), Reroll individual stats , rerolling weapon type.

That way well have more option to choose. Of course kuva values will be adjusted to its category.

What do u think?

It could be done, although I think DE would want to stick to the random aspect of it. If implemented it would likely require you to unveil after each indiviual stat, and there's also the detail of which bonuses can go together, and how many of them(As far as I've seen, you can only get a third bonus by adding a fourth negative drawback). I would allow people to tailor it by hand, but it would also require certain limits as to keep things like an MK-1 Braton one-shotting a raid boss from happening. 

16 minutes ago, Glitch_Kitten said:

I'm 100% down for fixed values on the buffs, I'd also like to see the selection of buffs to be hand tailored towards the weapon the mod can be used for, removal of the 15 mod cap and make the mods untradable after the first cycle.

I had forgotten that you can get useless stats on the mods, edited the post. Also, I'd say that making them untradeable is a bit excessive. A better solution would be to add an indicator to the mod card saying if it has been cycled, and possibly how many times it has been cycled as well, as to allow people to tell a scam from a legitimate trade. As for the Riven Capacity, I do not understand why it is in place, and it could probably be removed.

Link to comment
Share on other sites

Compound RNG.  With the massive number of mastery fodder weapons in game, the chance of getting something you can make use of is far too low, for something that can be far too powerful if it's for the right weapon, and if it has the right stats.

Whoever designed this needs to play a wider variety of games, and gain a better knowledge of game systems, because they clearly have no idea how bad compound RNG is as a game mechanic.  Getting Vial of the Sands in WoW is comparable, and that is a flying mount with a passenger seat (the only other flying passenger mount is through the recruit a friend program).  This is how the compound RNG breaks down for that:

  • There are 4 archaeology minigame sites spawned per continent, that respawn in a random location on the continent when you complete one of them.  You then have to fly between sites, which takes a lot of time, in addition to the time spent actually completing sites.  Only archaeology sites in the Uldum map zone drop the fragmets needed.
  • When you have gathered enough archaeology fragments from Uldum (which takes several site completions), you can use them to craft a relic.  When you complete a relic, you are shown the next randomly selected one that you will be able to craft.  Only Canoptic Jars can contain the recipe.
  • Canoptic Jars only have a chance to contain the recipe.

With the compound RNG of 1/~20 map zones + 1/~20 relics + 1/~20 canoptic jars, you will most likely get your archeology skill maxed, and spend months doing little else besides the very boring archaeology minigame, before you get the mount.

Meanwhile some players could get 4 Uldum sites in a row, get a Canoptic jar as their first relic, and get the recipe in that jar.  Compound RNG makes an absolute mockery of fairness in a game, even within the usual Skinner Box model, because the amount of work a player may need to put in to get a reward varies over a truly massive range.

When a game designer implements compound RNG - especially when it affects player power (as opposed to WoW's use of it only for a utility/vanity item) - that shows that the designer does not respect the players, or the work that they may have to put into the game to get their rewards, because the difference between having to spend either minutes or months, is down to little more than a coin toss.
 

Single Source.  Give players multiple choices as to where they have to play to get them.  Do not force a playstyle upon players.  My suggestion it to add them as rare log in rewards, occasional nightmare alert rewards on higher tier missions, and also high value syndicate rewards, as an alternative to relic packs.

Saying that players can trade for them is no excuse.  You know how much players hate your trade system (No, I'm not saying we need an AH, just that something like warframe.market should be in-game, because it works very well, but would work much better if more people know about it, and use it.  See the difference between PC and console warfrfame.market).

 

 

Link to comment
Share on other sites

48 minutes ago, Glitch_Kitten said:

I'd also like to see the selection of buffs to be hand tailored towards the weapon the mod can be used for

And for weapons that are already OP (tonkor, simulor) those stats should really change how it works, rather than add more power, like changing a crit weapon into a status weapon through + and - stats.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...