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Bringing back old endless void mission incentives


LasagnaOcelot
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Recently we have all been trying out DE's revamped changes towards endless missions in order to incentivize longer play. However, the boosters and relic rewards don't really seem to be much of an incentive to play longer in endless missions than compared to doing faster, more efficient missions, such as captures and rescues. The whole reason why players were so drawn to Tower survivals and defences was that players were able to acquire multiple prime parts and blueprints for just a small amount of tower keys. My idea/concept is to bring back the incentives that Endless Tower missions provided for the community.

Before diving into the new concept, we need to tweak a little detail about relics as a whole. Instead of the relics containing prime parts and blueprints, they contain small void tears that spew out prime parts and blueprints upon activation by using reactant. 

My idea is to introduce a sort of add-on to the relic system that allows players to use the same relic for longer periods in endless missions. A device that forces void tears to stay open so that more prime parts and blueprints can be acquire through longer play.

Lets call this device...Void Frames [placeholder name]

Void Frames would force void tears to stay open by using 10 reactant.

  • These can be crafted in the foundry and players would need to sacrifice 50 void traces as well as other resources (pls do not use Nitain) in order to create these Void frames.
  • To balance drop rates, only intact relics can be used on these void frames.
  • If the player is unable to collect enough reactant by the end of the next interval, then 1 "use" is consume
  • Void frames has 3 "uses" and when all "uses" are consumed than the void frame is destroyed and another void frame needs to take its place with a new relic
  • Multiple Void frames can be brought into a mission, however when the player has no void frames, the player would be forced to either use a relic normally or not even use a relic at all when continuing the mission.
  • Players are not required to have Void frames and can use relics normally if they wish to do so

Another thing to consider is to have reactant drop rates in endless missions to be increased so it does not hinder players from playing the original objective rather than veering off to collect all 10 reactant before the next interval.

 

Pls reply any thoughts and suggestions as well as other names for the "Void Frames"...It might get confusing for some people...

Edited by OneArmy
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I honestly don't understand the confusion regarding endless missions. It may be difficult to code. but keep it as is was or adapt it to the new system. People who liked those missions will go as long as they can and enjoy it. If you want rewards fast, run captures. It's easier said than done, but integrate the 4 relics into a scaling defense and we're golden.

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1 minute ago, (PS4)B0XMAN517 said:

I honestly don't understand the confusion regarding endless missions. It may be difficult to code. but keep it as is was or adapt it to the new system. People who liked those missions will go as long as they can and enjoy it. If you want rewards fast, run captures. It's easier said than done, but integrate the 4 relics into a scaling defense and we're golden.

It already does that.

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13 minutes ago, OneArmy said:

Recently we have all been trying out DE's revamped changes towards endless missions in order to incentivize longer play. However, the boosters and relic rewards don't really seem to be much of an incentive to play longer in endless missions than compared to doing faster, more efficient missions, such as captures and rescues. The whole reason why players were so drawn to Tower survivals and defences was that players were able to acquire multiple prime parts and blueprints for just a small amount of tower keys. My idea/concept is to bring back the incentives that Endless Tower missions provided for the community.

Before diving into the new concept, we need to tweak a little detail about relics as a whole. Instead of the relics containing prime parts and blueprints, they contain small void tears that spew out prime parts and blueprints upon activation by using reactant. 

My idea is to introduce a sort of add-on to the relic system that allows players to use the same relic for longer periods in endless missions. A device that forces void tears to stay open so that more prime parts and blueprints can be acquire through longer play.

Lets call this device...Void Frames [placeholder name]

Void Frames would force void tears to stay open by using 10 reactant.

  • These can be crafted in the foundry and players would need to sacrifice 50 void traces as well as other resources (pls do not use Nitain) in order to create these Void frames.
  • To balance drop rates, only intact relics can be used on these void frames.
  • If the player is unable to collect enough reactant by the end of the next interval, then 1 "use" is consume
  • Void frames has 3 "uses" and when all "uses" are consumed than the void frame is destroyed and another void frame needs to take its place with a new relic
  • Multiple Void frames can be brought into a mission, however when the player has no void frames, the player would be forced to either use a relic normally or not even use a relic at all when continuing the mission.
  • Players are not required to have Void frames and can use relics normally if they wish to do so

Another thing to consider is to have reactant drop rates in endless missions to be increased so it does not hinder players from playing the original objective rather than veering off to collect all 10 reactant before the next interval.

 

Pls reply any thoughts and suggestions as well as other names for the "Void Frames"...It might get confusing for some people...

And hows your idea will not make the game regress to the previous state when no one was doing non endless missions in favor of endless missions to get tons of parts with no effort?

Making endless missions give multiple rewards with less relics will pretty much remove any reason to do non endless missions. 10 minutes on a Mobile Defense will give less rewards than 10 minutes on a Survival or even more on a Defense.

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6 minutes ago, (PS4)B0XMAN517 said:

I honestly don't understand the confusion regarding endless missions. It may be difficult to code. but keep it as is was or adapt it to the new system. People who liked those missions will go as long as they can and enjoy it. If you want rewards fast, run captures. It's easier said than done, but integrate the 4 relics into a scaling defense and we're golden.

The new way is faster then the old way. I get 12 prime part/blueprints in 60 mins survival. Doing capture or rescue will only get you about 3-6 in the same time frame.

Edited by ThunderKitsune
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