Jump to content

Dev Workshop: Endless Kuva Survival & Kuva Guardian Changes!


Recommended Posts

Feedback after several hours of Kuva Survival.
Current Kuva Survival's reward range is not between normal Kuva Siphon and Kuva Flood missions, it's below both (unless you're a slow poacher). The average run scratches at 250-300 Kuva/min (with resource boosters and Smeeta charm)
Former missions can be divided in fast and normal speed missions.

Fast:
- Capture
- Assassination (depending on target)
- Rescue
- Sabotage
Fast missions can be done under 4 minutes, sometimes even under 3 minutes (my current solo capture flood record: 2m51s), resulting in 400-800+ Kuva/min (with Booster, no Smeeta bonus) at best.

Normal:
- Exterminate
- Spy
- Extraction
- Mobile Defense
- Survival
- Assassination (depending on target)

Most normal missions' times range from 4-5 min, resulting in 240-500 Kuva/min (with Booster, no Smeeta bonus). Depending on map and target, some normal missions can go beyond the 10 mins mark depending on target and map layout (Ceres...). The experienced Kuva-Hunter knows the "bad" missions by time and just ignores them.

Comparison:
Unless you want to hunt Kuva for the full hour, Kuva Survival doesn't cut it. Selected former mission types reward more Kuva and take less effort. If you want to max out your Kuva-gains with spare-time for other Warframe activities (like Eidolon captures), you can do so with clever mission management.

See also:

If you lack the Warframes/Equipment to quickly do the classic kuva missions, or if you like to farm more kuva on top, Survial missions are a valid (but less rewarding) addition.

Kuva Survival Advantages:
- no high level enemies from start (in contrast to Flood missions)
- normal survival rewards on top (relics etc.)
- more general loot (thanks to its semi-defense character)

Kuva Survival Disadvantages:
- higher strain on the players (constant fight)
- to max out Kuva rewards, Nekros/Hydroid are needed (for additional O2 gain)
- life supports bug at times (Kuva harvest is not activated)
- generally lower Kuva gain
- no benefit from staying longer and fighting harder enemies
 

Conclussion:
As someone who hunts Kuva as efficiently as possible, Kuva Survival feels rather unrewarding. To get the max out of it, you need to bring a Nekros or Hydroid along and you have to fight a constant barrage of enemies for little results. Long-time runs don't increase rewards and are not recommended. For the future, I hope general Kuva Survival rewards are doubled at least, with additional bonus for staying longer.

Link to post
Share on other sites

Here is a list of potential changes that could be made to kuva survival or endless missions and based upon my opinion make the game better in some ways.

3 hours ago, fluffysnowcap said:

The only scaling that has ever been implemented was back in update 19 and was a olive branch to the players that use to do a 4 hour run of a single T(1,2,3,4) Void Key.

The main arguments for scaling is for the secondary and tertiary rewards, the things we need a tone of like EndoPolymer Bundle and Plastids, or for the kuva itself to scale, hence the near consensus for one of two models.

1. Void fissure style scaling added to all endless missions. Example below.

  Reveal hidden contents

Reward Intervals

The reward intervals per mission type are as followed:

  • Defense: 5 waves
  • Interception: 1 round
  • Survival: 5 minutes
  • Excavation: 200 Cryotic

Bonuses per Interval

  • Every reward interval, you get a predetermined booster. These boosters stack the longer you stay and are capped at double.
  1. The first interval: 1.25x Affinity.
  2. The second interval: 1.25x Credits Booster. (affects credit cashes)
  3. The third interval: 1.25x Resources Booster. (effects missions resources IE, Kuva and Cryotic as well as rewards)
  4. The fourth interval: 1.25x Resource Drop Rate.
  5. The fifth interval: This one will be the largest change replacing the random Exceptional Relic With a planets appropriate rare resource (Affected by Resources Boosters)
  6. The sixth interval: 1.5x Affinity (replaces first).
  7. The seventh interval: 1.5x Credits (replaces second).
  8. The eighth interval: 1.5x Resources (replaces third).
  9. The ninth interval: 1.5x Resource Drop Rate (replaces fourth).
  10. The tenth interval: a planets appropriate rare resource (Same amount as the first time to prevent runaway scaling, Affected by Resources Boosters)
  • Boosters continue to increase every set of intervals and are capped at double (2x). After the nineteenthinterval, all boosters will have reached their cap.
  Reveal hidden contents

200 Kuva per Tower

  Reveal hidden contents

Kuva per minutes breakdown of this method (assuming 100% of life support towers become kuva and fifth interval gives 400 kuva) 


 0 to 15 minutes, 11 towers = 2200 Kuva 146.6 Kuva per minutes

 15 to 40minutes, 16 towers = 4500 Kuva 180 Kuva per minutes      | 0 to 40 minutes, 27 towers = 6700 Kuva 167.5 Kuva per minutes

 50 to 65 minutes, 17 towers = 5700 Kuva 228 Kuva per minutes     | 0 to 65 minutes, 44 towers = 12400 Kuva 190.7 Kuva per minutes

 65 to 90 minutes, 16 towers = 6300 Kuva 252 Kuva per minutes     | 0 to 90 minutes, 60 towers = 18700 Kuva 207.7 Kuva per minutes

 90 to 115 minutes, 17 towers = 7600 Kuva 304 Kuva per minutes   | 0 to 115 minutes, 77 towers = 26300 Kuva 228.6 Kuva per minutes

250 Kuva per Tower

  Reveal hidden contents

Kuva per minutes breakdown of this method (assuming 100% of life support towers become kuva and fifth interval gives 400 kuva) 


 0 to 15 minutes, 11 towers = 2750 Kuva 183.3 Kuva per minutes

 15 to 40minutes, 16 towers = 5500 Kuva 220 Kuva per minutes      | 0 to 40 minutes, 27 towers = 8250 Kuva 206.2 Kuva per minutes

 50 to 65 minutes, 17 towers = 6975 Kuva 279 Kuva per minutes     | 0 to 65 minutes, 44 towers = 15225 Kuva 234.2 Kuva per minutes

 65 to 90 minutes, 16 towers = 7700 Kuva 308 Kuva per minutes     | 0 to 90 minutes, 60 towers = 22925 Kuva 254.7 Kuva per minutes

 90 to 115 minutes, 17 towers = 9300 Kuva 372 Kuva per minutes   | 0 to 115 minutes, 77 towers = 32225 Kuva 280.2 Kuva per minutes

 

300 will surpass back to back Floods so i didn't crunch the numbers.

2. Increasing by a fixed amount per Life support tower, balanced so for the first 20 minutes is is between Kuva siphons and floods; however past 40 minutes it should have the greatest Kuva to time investment you can achieve them game. All scaling capping at 1 hour.

  Reveal hidden contents

Link to the source.

Current Kuva per minute.

Flood's 243.2, Siphon's 130.3 Kuva Suvival 128

Ideally Kuva Survival should give approximately 190 Kuva per minute for the first 20 minutes, and approximately 250 Kuva per minute for the first 40 minutes.

There are 13.3 Life support towers in 20 minutes That's one every 90 seconds, not including the one that spawns at the very beginning.

so we need scaling that works per tower to create an out come of 190 ish kuva per minute.

OH god i need to work out 14(X+(YxN))÷20=190  :sadcry: wish i remembered how to do Compound interest\integers

Examples. X is the Life support towers and Y is the scaling per tower

20 minutes

X=200 and Y=10   |   X=200 and Y=15   |   X=200 and Y=20  |   X=200 and Y=25  |

14(X+(YxN))÷20=   |   14(X+(YxN))÷20=   | 14(X+(YxN))÷20=   | 14(X+(YxN))÷20=     |

         185.3               |             218.75           |             231               |           253.75              | Kuva per minutes

         3710              |           4375             |            4620            |           5075              | Total Kuva

 

40 minutes

X=200 and Y=10   |   X=200 and Y=15   |   X=200 and Y=20  |   X=200 and Y=25  |

28(X+(YxN))÷20=   |   28(X+(YxN))÷20=   | 28(X+(YxN))÷20=   | 28(X+(YxN))÷20=     |

         234.5               |            281.75            |          320                  |            376.25             | Kuva per minutes

         9380             |            11270           |           12800           |           15050             | Total Kuva

  Reveal hidden contents

tJLdV6X.jpg

My personal opinion of the two possibilities is that Void fissure style scaling to all endless will be more fitting to the game as a whole. Compared to a fixed percentage or integer increase that will suffer from the possibility of runaway scaling, or initial rewards that are completely underwhelming.

 

I would be at a miss if i didn't include a flat buff to the kuva drops argument.

  Reveal hidden contents

examples in this tab are done under hypothetically perfect conditions

20 minute Runs Kuva per minute (14 life support towers)      |    optimal 7 minute Runs Kuva per minutes (5 life support towers)

                     Flat 200  =  2800   Kuva 140 Kuva per minute         |            Flat 200  =  1000   Kuva 142.8 Kuva per minute

                     Flat 225  =  3150   Kuva 157.5 Kuva per minute      |            Flat 225  =  1125   Kuva 160.7 Kuva per minute

                     Flat 250  =  3500   Kuva 175 Kuva per minute         |            Flat 250  =  1250   Kuva 178.5 Kuva per minute

                     Flat 275  =  3850   Kuva 192.5 Kuva per minute      |            Flat 275  =  1375   Kuva 196.4 Kuva per minute

                     Flat 300  =  4200   Kuva 210 Kuva per minute         |            Flat 300  =  1500   Kuva 214.2 Kuva per minute

additional notes "A flat increase would be the easiest one to balance but wouldn't encourage longer survival at all, and since i believe endless missions need a second pass and going long should be disproportionately rewarded to a certain extent, as come one the mission type is about going the extra mile"

 

Link to post
Share on other sites

Kuva siphon need to pop randomly in mission like before too (like stalker), with keeping actual survive(with little scaling)/siphon/flood mission. It's fresh breath in standard mission to have some surprise event.

Link to post
Share on other sites
8 hours ago, fluffysnowcap said:

Kuva per minutes breakdown of this method (assuming 100% of life support towers become kuva and fifth interval gives 400 kuva) 


 0 to 15 minutes, 11 towers = 2200 Kuva 146.6 Kuva per minutes

 15 to 40minutes, 16 towers = 4500 Kuva 180 Kuva per minutes      | 0 to 40 minutes, 27 towers = 6700 Kuva 167.5 Kuva per minutes

 50 to 65 minutes, 17 towers = 5700 Kuva 228 Kuva per minutes     | 0 to 65 minutes, 44 towers = 12400 Kuva 190.7 Kuva per minutes

 65 to 90 minutes, 16 towers = 6300 Kuva 252 Kuva per minutes     | 0 to 90 minutes, 60 towers = 18700 Kuva 207.7 Kuva per minutes

 90 to 115 minutes, 17 towers = 7600 Kuva 304 Kuva per minutes   | 0 to 115 minutes, 77 towers = 26300 Kuva 228.6 Kuva per minutes

Did u notice something in Endless Survival about timer?

Probably u didn't!

Our dear Lotus deploying every 2 min new Life Support.

So u need also to recalculate how much time squad will need to waste with your's 115 minutes.

For your full 115 minuts (77 towers) squad need to play 115 x 2 = 230 Minutes without counting in this wasted time by searching life suport capsule in the map.

So, which squad will play 230+ minutes just for 26.3k Kuva? YOU!?

Link to post
Share on other sites
8 minutes ago, AvPCelticPredator said:

Our dear Lotus deploying every 2 min new Life Support.

Erm, its every 90 seconds now, it use to be every 90 seconds + 1 seconds per lifesuport towner.

Quote

Shrine of the Eidolon: Update 22.17.0

General Changes:

  • Survival Life Support Towers no longer have interval spawn scaling (90 seconds + 1 second per pillar), instead they will just spawn every 90 seconds.

 

Link to post
Share on other sites
26 minutes ago, fluffysnowcap said:

Erm, its every 90 seconds now, it use to be every 90 seconds + 1 seconds per lifesuport towner.

 

So u are ignore in your calculation spended time for searching capsule?

That's good calculation.

No doubt.

So, explain this to me in your calculations:

x9nuEB8.jpg

Link to post
Share on other sites
26 minutes ago, AvPCelticPredator said:

So u are ignore in your calculation spended time for searching capsule?

That's good calculation.

No doubt.

So, explain this to me in your calculations:

x9nuEB8.jpg

Ok are you looking for a fight? as your coming across like you are and you seem to be failing to understand what i hoped was clear numbers under hypothetically perfect conditions.

Well its simple See the bit where i say "under hypothetically perfect conditions"

And this graph was using a Void fissure scaling with the fifth rotation reward being replaced with 400 kuva, so it is not representative of the current model but is the hypothetically brainstorm of an alternative model performed under perfect conditions, so these numbers won't be achievable even if what i said in this example was exactly implemented.

Quote

Kuva per minutes breakdown of this method (assuming 100% of life support towers become kuva and fifth interval gives 400 kuva) 


 0 to 15 minutes, 11 towers = 2200 Kuva 146.6 Kuva per minutes

 15 to 40minutes, 16 towers = 4500 Kuva 180 Kuva per minutes      | 0 to 40 minutes, 27 towers = 6700 Kuva 167.5 Kuva per minutes

 50 to 65 minutes, 17 towers = 5700 Kuva 228 Kuva per minutes     | 0 to 65 minutes, 44 towers = 12400 Kuva 190.7 Kuva per minutes

 65 to 90 minutes, 16 towers = 6300 Kuva 252 Kuva per minutes     | 0 to 90 minutes, 60 towers = 18700 Kuva 207.7 Kuva per minutes

 90 to 115 minutes, 17 towers = 7600 Kuva 304 Kuva per minutes   | 0 to 115 minutes, 77 towers = 26300 Kuva 228.6 Kuva per minutes

Also all examples i put forwards were deliberately lack boosters and Smeeta Kavat to show the base line rewards and help keep it simple.

 

This little but here is the only part of the entire post that represents the current reality.

Quote

examples in this tab are done under hypothetically perfect conditions

20 minute Runs Kuva per minute (14 life support towers)      |    optimal 7 minute Runs Kuva per minutes (5 life support towers)

                     Flat 200  =  2800   Kuva 140 Kuva per minute         |            Flat 200  =  1000   Kuva 142.8 Kuva per minute

 

Link to post
Share on other sites

Just a bit more feedback... without a resource booster I've had no interest in doing 'endless kuva', I didn't mind the return when I had a resource booster but since that ended I've zero interest in doing it and I even have a couple of rivens I want to reroll....

Link to post
Share on other sites

Something to keep in mind everyone.

This latest means of acquiring Kuva is not meant as a replacement or an upgrade to previous means of acquiring Kuva, nor should it be. I think in this instance DE is largely correct in keeping Kuva Survival pretty much as is and ignoring the clamoring for scaling rewards as a means of giving people a reason for staying longer in missions.

DE isn't obligated to feed a player's "need" to stay longer in a mission than they really intended you to, because that honestly is completely up to the player. Want to stay in Survival for more than 40 minutes? That's on you. Now if you feel you need encouragement to stay longer...that might be your subconscious saying "Ok - time to back out. I've hit the point of diminishing returns and I really need a break".

That said, I swear some of you have this "gambling addict" vibe I'm picking up from postings...which is interesting and not terribly surprising considering that Rivens are kinda like slot machines. Except instead of coins, you feed them kuva for a random stat boost as a payout for "winning" and getting the "right roll".

I mean honestly when you do roll a Riven, it's very much like pulling the handle on a slot machine.

Link to post
Share on other sites
1 hour ago, MirageKnight said:

-snip-

Eh, I don't think many people enjoy rolling rivens, but they have the potential to drastically change a weapon.

People just want either:

  • A) Less RNG 
  • B) More rolls (with a hint of fun and being rewarded for time spent and less of "back and forth to pull the lever" as you say)
  • C) A little bit of both lol

Each of the solutions around the problems involving Riven accessibility, Riven Stat targeting and Riven economy (All being a factor of pure RNG). This is similar to how arcanes were priced because of the barrier for entry and 4 times per day RNG involved.

In general positive reinforcement is what keeps us going in many aspects of life, but especially games. What if enemies never dropped anything or gave experience?

Spoiler

Heck without my paycheck I would NOT bother driving 2 hours back and forth for work each day. My last job payed me half as much as I'm making now for two times the work (and once I found out how much more than me my coworkers made at that job, it drastically changed my ability to work at 200% while they put in 50%).

 

I mean there's some enjoyment to killing enemies, but it only goes so far. Say what you will about the players and their supposed problems, but there's nothing wrong with wanting to be rewarded for effort and Rivens are factually faulty in design:

On 4/3/2018 at 12:57 PM, Synpai said:

(This is kind of my passionate topic because I absolutely hate Rivens as a design system)

Haves vs HaveNots is very much a thing, that is driving riven economy through the roof because rather than "Hey I need to go farm until I get serration." It's "Hey I need to go farm until I get lucky enough to roll serration from a pure RNG list." It's purely a system of luck where someone can get a GOD roll for a strong weapon from unveiling, whilst another spends 200+ rolls to get nothing. Because of this reason alone, prices are absurd.

You can opt out just as easily, but your riven-less weapon is factually not the same as a weapon with the riven. This problem exists and the only counter is to get lucky or buy it, but the issue is that you may never get lucky. Pure RNG means you could theoretically roll hundreds of times and get garbage (or not at all and get perfection).

Weapons and their stats change, mods change, variants happen. Meaning your 300+ rolled riven has less value than a riven that has the same stats but one roll (because it has the chance to change or improve if needed). This means that there's no progression and that effort is not being rewarded.

 

The purpose of rivens was to "balance out" the weapons, or at least give lesser used/powered weapons a chance. Which is why I believe all weapons should just have a "Riven Imprint" (could still take up a mod slot) that is unlocked via plat or by doing challenges (maybe doing x headshots or kills using the weapon). Such that players could trade their "Riven imprints" with others so long as they both had them unlocked. That way every weapon can have a riven and everyone can get one (just would take time to get to the stats wanted).

 Anyone with a bar chart can tell you what happens when you give rivens to a select few weapons (because it's random and has a cap you CANNOT get a riven for every weapon). Only SOME weapons grow in strength, and the cap only ensures that players have to be selective (Other than a few rivens I'm saving for variants I don't bother with garbage weapons I.e: Embolist).

 

This last point is debatable, but I really wish normal rolls cost credits and holding stats cost Kuva. We have a whole currency that we really can't use up thorough normal play (it's a struggle early in the game, but much like Skyrim...you make more than you can spend).

 

(I made a video about all of this, but I know no one wants to go through that lol)
 

  Reveal hidden contents

 

 

 

P.S: I really wish Rivens had cooler effects rather than stat buffs.

Link to post
Share on other sites
4 hours ago, MirageKnight said:

Something to keep in mind everyone.

This latest means of acquiring Kuva is not meant as a replacement or an upgrade to previous means of acquiring Kuva, nor should it be. I think in this instance DE is largely correct in keeping Kuva Survival pretty much as is and ignoring the clamoring for scaling rewards as a means of giving people a reason for staying longer in missions.

DE isn't obligated to feed a player's "need" to stay longer in a mission than they really intended you to, because that honestly is completely up to the player. Want to stay in Survival for more than 40 minutes? That's on you. Now if you feel you need encouragement to stay longer...that might be your subconscious saying "Ok - time to back out. I've hit the point of diminishing returns and I really need a break".

That said, I swear some of you have this "gambling addict" vibe I'm picking up from postings...which is interesting and not terribly surprising considering that Rivens are kinda like slot machines. Except instead of coins, you feed them kuva for a random stat boost as a payout for "winning" and getting the "right roll".

I mean honestly when you do roll a Riven, it's very much like pulling the handle on a slot machine.

I, like many others, want Endless to mean something. To use Damage 2.0 as an example, why should I use Impact when Slash is superior? Impact means basically nothing right now, yet it is a core mechanic to the game. To many of us, Impact is basically useless. Likewise, Endless, a core feature and one of the main attractions to the Kuva Fortress, is basically useless, because the amount of Kuva per normal run is basically the same.

 

Here's some exaggerated math, but it should get my point across. Lets say there are 10 Kuva missions, 9 Siphons and 1 Flood. Each mission takes roughly 5 minutes to complete. Without a booster or Smeeta, and taking the lowball 550 per Siphon, and 1100 for Flood, that's 6050 Kuva for 50 minutes. Without a booster or Smeeta, Endless rewarding 200 Kuva per tower, assuming each tower drops every 60 seconds, you don't need to use any towers for life support, the game magically starts you off with a tower extracting Kuva right off the bat, and the tower spawns right next to you every time, you get 10000 Kuva for 50 minutes. That's obviously using the EXTREME ends. Taking what we have now, with towers every 90 seconds, still not counting for the fact you need to find the tower, that's roughly 33 towers over 50 minutes, or 6600. Lets' also not neglect to mention that the life support towers tend to glitch out and not accept the Kuva Catalyst, that the towers can be destroyed, and you still need to find the thing to begin with. Giving a generous 10 seconds (average) added to find the tower, that's 30 towers, or 6000 Kuva over 50 minutes. If we say 1 tower in that entire run glitches out and doesn't take the Catalyst,  that's 29 towers, or 5800 Kuva over 50 minutes.

 

Those numbers of course, are assuming there are 10 Kuva missions up. Normally it's about 6, 5 Siphons and 1 Flood. But even then the math still checks out. 3850 for 30 minutes, 3800 Kuva from Endless after factoring in the 1 possible glitched tower, or 4000 Kuva without a glitched tower. And again, those are the lowball numbers for the normal missions. The Kuva rewarded for normal missions ranges between 550 and 700 per Siphon, 1100 and 1400 per Flood. I got an average of 688.33r Kuva per mission once I ran my 6 missions.

 

Also, Rivens are the main Kuva sink, but what about crafts, like Weapons or Warframes? While there aren't many of those right now, there is always a chance it will be needed more and more at later points in the future. Yeah, I've sunk over 4 million Kuva into my Rivens, with my Opticor Riven having 149 rerolls (Just over 500k Kuva), but I'm an EXTREME example. There are still those that need to build Harrow or Kesheg.

Link to post
Share on other sites
6 hours ago, MirageKnight said:

I mean honestly when you do roll a Riven, it's very much like pulling the handle on a slot machine.

And there you have the main problem with rivens/kuva, we are basically gambling away our kuva (at an increasing rate up to the max amount) to try and in many cases actually get a roll that is even remotely useful let alone a 'god roll'.   It wouldn't be an issue if a reroll was maxed at a 1000 say but it's 3500 once you hit 10 (which will have cost almost 20k in kuva in itself) and that's pretty easy to do...


Scaling rewards doesn't hurt anyone but actually rewards those who like to stay longer, having said that a base amount buff wouldn't go a miss either.

Link to post
Share on other sites

How about scaling Kuva rewards like Rotation A, B, B, C, in incremental value (once you reach C, it stays at C)? 200 for A, 250 for B, and 300 for C. Completing a cycle of A, B, B, C would cost 4 towers and approximately 7-8 minutes (considering towers are supposed to spawn once every 90 seconds). That would be 1K Kuva. A suitable reward considering the scaling enemies and the risk reward.

Link to post
Share on other sites

Why are some people even comparing Endless Kuva to Kuva Flood?  It makes no sense.

You do the Flood/Siphons, and then you need to wait before you can do more.  You can't run them constantly (unless you're slow, or are abusing friends to dance around the limits), but you can with Endless Kuva.  So endless should definitely not be better or equal to floods for kuva, since then there would be no reason to run the regular Kuva missions.

You run the normal Kuvas, and then you run a bit of Endless while waiting for new Kuvas to become available.  That way you can farm kuva 24/7, this isn't rocket science people. :shocked:

Link to post
Share on other sites
15 minutes ago, Plasmaface said:

Has DE said anything about whether or not scaling is being added? The stuffs been out for a week. That seems like enough time to think it over.

Nope. We're getting an update today and it's not in it.. Looks like they aren't going to listen to the community yet again.

Link to post
Share on other sites

Well, personally I hate the "riven for profit"-trading cycle (buy cheap rivens from low lvl players - farm kuva - roll - sell "godly" S#&$). Because this removes the rivens from play from a rather large group of players, and completely misses the basic idea of rivens = to make "meh"-weapons interesting again. If someone actually want to pay thousands of plat for an electronic mod/card that dropped by chance (and was further rolled by chance), feel free. Though this makes absolutely no sense to me personally.

However, a single (or a few) "meh"-weapon(s) with a good riven would be an absolute godsend (or situationally "godly") for a player from this group, and immensely add to their gaming experience. Getting through sorties, unlocking rivens AND farming kuva in order to get a few usable rivens (instead of plat from richer players) is actually hard for a lot of players at that stage, but selling your only veiled riven for 30p doesn't help.

The new endless kuva system helps a little though, since farming kuva at Taveuni is doable even without having 100% skills and/or 100% equipment, and thus helps (at least a little) in opening up riven use for this group. Even if few of them have Taveuni unlocked (there are established ways to get to places like that = not a big problem). I like the endless kuva simply for this effect.

I also personally actually like the gameplay at Taveuni, since teams that work well together do a lot better (even when consisting of random players) and all four Tennos are actually needed (in comparison to the old-type kuva missions, where one experienced kuva-catcher does all the kuva work while the rest either run around or finish the mission. The cooperative gameplay at Taveuni also highlights different frames (and their interaction) in a really nice way. Had 230% range Nekros in my Limbo-bubble the other night, while a Nidus and a Valkyr ran around killing stuff like Duracell-bunnies (within Desecrate-range), and by actually really cooperating we went to 48 mins. (one MR 18, one MR 11, one MR10 and one MR 6). And got a nice amount of kuva, loot and affinity, but most of all it was great fun. Better than any standard kuva-mission ever. So from my viewpoint, Taveuni Endless Kuva is a truly great addition to the game.

I would, of course, personally like to easily and quickly being able to gather hundreds of thousands of kuva and roll all my rivens until they were absolutely top-tier. Sure. Even though I wouldn't sell them, cause who can resist mega-critting, multishotting, hyper-statusing tools of death :laugh:. But from an overall game viewpoint I like that the kuva amount doesn't increase, since this would mostly benefit high level players and feed into the (imho slightly insane) riven-business.

So, (at least two) thumbs up for Taveuni & current endless kuva.

Link to post
Share on other sites

Well, with today's update, and after ALL the feedback, I think it's safe to assume that DE isn't going to make kuva scale any time soon (if ever).

Link to post
Share on other sites

Dear DEVS our Endless Survival Kuva is now much worse cuz deploying new capsule after first one is not scaled with minimum life support from first capsule (harvesting one).

Like I was say before we losing 1-2 min by searching new capsule, and deploying is not good.

After we starting Kuva harvesting from first capsule, immediately must to be deployed new capsule, and we can have 60 seconds to find that new one and starting new harvesting, right now that isn't like I saying, first we losing 60 second by waiting new capsule and 60 seconds by searching location where it is deployed.

So, that mean's (First harvesting from first capsule we got 200 kuva and spend 2 min by searching new one which at last give us 3 min just to collect between 1 and 2 capsule 3 minutes for 200 kuva!)

So, if u wanna keep this method in the game then increase that number from 200 Kuva per min plus 2 min losing by deploying and searching to 600 kuva.

(200 Kuva x 3 Min = 600 Kuva) and we will be satisfied.

 

Thx!

Link to post
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Guest
This topic is now closed to further replies.
×
×
  • Create New...