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[DE]Rebecca

[Spoiler] Dev Workshop: New Mods Part 1!

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2 minutes ago, NovusNova said:

Interesting, thanks for the insight Rebecca.

i'm questioning how people manage to read this fast

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20 minutes ago, Jakkyr said:

i'm questioning how people manage to read this fast

Fast reader, I saw it in new topics when she posted it and was more interested in the "What happens now" parts than "Why this exists" but all of it is interesting.

  • Upvote 12

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I appreciate the news that meta weapons will be having their Riven stats decreased, while underperforming weapons get more boost, as this will effectively level the playing field.

Edited by AandOE
Forgot the other half. Oops! :3
  • Upvote 36

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The idea to bring old weapons back into the light was a good choice, but the "borderlands" style rng is tough. Meta players will always gravitate towards the OP weapons (such as Soma, tonkor, and synoid simulor) knowing that rivens will just boost the damage. I hope that the mods offer a QoL changes instead, like faster reloading or weapon swapping, instead of adding multishot, crit chance, and damage all bundled into one beautifully destructive mod. 

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I love the Riven system, it really brings new life to endgame and gives that visceral Loot feeling you get from games like Diablo/Borderlands.

More Please!

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8 minutes ago, [DE]Rebecca said:

Yes, meta weapons are in the selection pool, but Riven Mods are not needed to make this gear (like the Tonkor or Synoid Simulor) more powerful.

My thoughts exactly.

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I like this new Mod type, anyone can get good Mods assuming the drops are in your favour, but you have to earn this one, and i like that. Thank you very much Rebecca.

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We need some actual documentation on the suffix/affix elements for this system at the very least.

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This sounds like a promising first step towards refining this system.

Any thoughts on increasing or removing the cap. If the idea is to get people to use underused weapons in their arsenal, the cap seems counter intuitive.

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Props to you DE for enabling weaker weapons. Earlier today I watched two people trade Gorgon and Burston mods because they wanted a mod for their favorite weapon. I am now able to "minmax" my favorite weapons and actually see them perform instead of putting them back on the shelf and only using them for fun.

"'Riven Disposition' is the way in which power level of Mods is attuned to the weapon it is generated for. Mastery Rank and Stats will factor into this attunement, so you can expect to see more powerful Rivens for less used weapons and vice versa"

Can someone explain how MR works into this? Does my MR 23 help or hurt my chances at a powerful mod for a non-meta weapon?

 

Edited by -CM-Liverslices
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Creating mods without a bias towards builds and incentivising the usage of less 'meta' weapons is a noble goal for the system, albiet one its far from reaching and i don't believe this is something you'll be able to completely control since there's a very large human element to how these mods will be used and (in some cases) abused.

Riven Disposition is a must for weapons that already lend to the higher end of the power creep spectrum, however the effectiveness of randomisation is mitigated by the 20-70,000 concurrent players available to trade and receive these mods and ultimately a large factor of this system's functionality -as well as its potential monopolisation - is a strictly human element.

It's easy to say that the rules which the community govern themselves aren't the concern of developers, but in reality these mods have bred a very toxic underbelly in the community's attitude to how scaling is meant to be perceived, regardless of the system's intention - it is how it can currently be gamed that will decide the final factors for this system to sink or swim.

This needs a lot of community feedback and a lot of tweaking as soon as possible before the entitlements of the way things were cloud how things are meant to be.

I hope we can pull this system through for the future.

Edited by -CM-Phantom
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My one current thought upon this, while I wait for the dust to settle so to speak beyond some apprehension over the prospect of a shift in power for meta and non meta weapons is that If the cost for rerolling the mods is to remain, would it be possible to at least have some form of cooldown / reset / reduction for the cost, so that as time passes, the cost for rerolling it decreases back to its baseline?

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it would be even better if they weren't locked behind sorties so you could get real feedback. and while youre at it fix the kuva enemies spawn rate>> 3+ days and not one has shown up in any high level grineer mission even on the fortress where they should be plenty.

could careless about riven mods and rifles had my fill of almost all the weapons when they were good @ their release, melee is all I want to see get a bit of power.

Edited by ranks21
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First of all, thanks for the insight Rebecca. I'm curious as to who this new Cephalon is, but I guess time will bring us to him. On the other hand, and the real important thing, it's great to know what you wanted to do with them actually. I think it helps direct the feedback a bit too.

On my end, all I can say is that perhaps what's failing in this new system are, mainly, two things:

-The first one, and I'm pretty sure most people will feel the same way, is the fact that these new mods have no 100% certain way to be acquired. People get one for completeing the quest, and then we need to complete Sorties for a chance at one. That's not bad per se, I feel Riven Mods are a good reward for a Sortie, but the problem is we have nowhere else to get it, and as it stands right now, it's pretty possible to not get those many. This would make sense if these were instantly available to all players, but with the War Within requirement for Sorties AND the Mastery Rank lock in place, it's like you guys are already asking for a commitment from people to use them. So I strongly believe you guys should search for a way to add these somewhere else.

Personal suggestion here: People keep saying we don't have enough end game content. I see a correlation with Endless Missions here, you could perhaps try to add those to the later rotations. What the heck, now that Prime rewards are out of the question from the rotations themselves, you may as well relook into them, so that current rewards keep flowing at the same rate but we can have more meaningful stuff at the later levels. I know you guys can do it.

-Second one, but I'd really need to keep revisiting it myself: This feels like it should work like a Super powerful Corrupt Mod from the Derelicts, where you get a positive attribute at an expense. I'm pretty sure everyone has seen plenty of mods with only benefits. Taking into account we were foretold of a system that would give us "great power, but at a great cost", I'm asking myself where it's failing. Then again, as I've already stated, I need to check all the things people are running into before really asking myself what I'd suggest you here as a player. So I'll trust the community for this one.

 

Interested to see what comes out of this, I can't wait to finally reuse my cool looking stuff that's shelved at the depths of my arsenal. I'm looking at YOU Latron.

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This particular suggestion probably doesn't fit here, but it'll get seen and can be moved to the appropriate place

Since we have weapons with crit chances that can go over 100% and grant ever sought after RED crits, I was thinking that something similar could be implemented for status procs as well, a few weapons are able to reach 100% but they can never go above. I was thinking that we could try to have things changed slightly so that status chances above 100% would have an affect on the game. I have two ideas:

1) A 'red' status proc would either double the duration or effectiveness of a standard status proc giving either longer bleed or a higher bleed damage, etc.

2) A 'red' status prco if it was a secondary elemental proc (from two primary elements i.e. cold + fire) would also proc the status effects of the two primary elements that compose it.

 

Because of the Riven Mods, there is a fair chance that some other weapons previously unable to reach this 100% status threshold will finally be able to, and if it becomes more ubiquitous, I would like to see it have some additional fun effects if it becomes more widespread in the future.

A fairly loosely linked response to the topic of the OP, but I felt it was related enough to suggest this idea that literally just came to mind as I read it.

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6 minutes ago, Server said:

 I hope that the mods offer a QoL changes instead, like faster reloading or weapon swapping, instead of adding multishot, crit chance, and damage all bundled into one beautifully destructive mod. 

1

The problem being that if those are not substantial QoL changes, the players are likely to not bother using them with their immense drain.

If they were to give only QoL stats, then I would even go as far as suggesting to add a separate riven mod slot to each weapon and release some Doodads / challenge etc. that will unlock that slot.

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