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Onslaught High Level Incentive


Pitiful
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Problem: There is no incentive for progressing as far as you can in onslaught.

Solution 1:The easiest solution for this is to add aesthetic rewards for those based on your score in relation to all who have attempted it that week or season (this must reset regularly). Everyone should get an aesthetic item (illustrating "rank" achieved) but the better you preform relative to the community will yield a rare thing i.e. top 1% get Plat, 10%- gold, 25%-silver, 50%, 80%, 100%.

Solution 2: A better solution would be to allow the player to get more rewards for staying longer, this can be done in three ways.
-Removing the less wanted rewards, this may not be good though coz you never know what reward the player is trying to farm.
-Double the drops the higher you go. A, A, B, C then AA, AA, BB, CC then AAA, AAA, BBB, CCC
-My Fave:You will get more drops over time and reduce the total time needed (it becomes a test of skill not endurance). To do this the time taken to proceed to the next level should be significantly reduced as the levels get harder. This means over time a player can experience harder content and will receive rewards at a faster rate as he will pass through the AABC rotations faster at latter levels. It will no longer be worth him resetting the instance(restarting mission) because he will need to wait out the time taken at low difficulties again.

(maybe both solutions can be implemented)

Edited by Pitiful
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Aesthetic.

They do not want to incentivize staying in missions beyond the first C rotation. If your solution means one person sitting in the mission for an hour is way ahead of someone who ran 3 missions for 20 min each, the idea is a non-starter.

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23 minutes ago, peterc3 said:

Aesthetic.

They do not want to incentivize staying in missions beyond the first C rotation. If your solution means one person sitting in the mission for an hour is way ahead of someone who ran 3 missions for 20 min each, the idea is a non-starter.

If they didn't want to incentivize staying longer why is there a highscore that is meant to be beaten?

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The time based solution would solve this, meaning they dont need to stay in mission for long period of time to get to a higher level/reward.

But yes absolutely the person who gets higher should get more rewards. It should not be on endurance how high you get, it should be on gear level/power.

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On a side note DE have said they don't want people to leave at wave 8.
The game mode is meant to test of how strong you are (how far you can get), its not meant as another mission for farming items (go C rotation and leave). Currently this mission is being run to C rotation and everyone leaves and this is not what DE want.

That is why I made these suggestions.

Edited by Pitiful
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26 minutes ago, LtKeirebuFishburne said:

If they didn't want to incentivize staying longer why is there a highscore that is meant to be beaten?

What can you buy in-game with a high score?

19 minutes ago, Pitiful said:

On a side note DE have said they dont want people to leave at wave 8. That is why I made these suggestions.

But they also don't want to make people think that they need to stay for really long periods of time. If you pick up a game and everyone is playing a single mission for an hour+, how many people do you think would drop it then and there and not look back?

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7 minutes ago, peterc3 said:

What can you buy in-game with a high score?

But they also don't want to make people think that they need to stay for really long periods of time. If you pick up a game and everyone is playing a single mission for an hour+, how many people do you think would drop it then and there and not look back?

Its called a niche. Every bit of the game that has "endless" attached to it has their own cult following.

Also, have you ever touched an arcade cabnet? You don't buy anything with a highscore. You just get one. It would be nice to have a "trophy" that shows that you did it.

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A good example of the try achieve as high as you can get is Diablo 3. Why do people try to get higher and higher difficulty?
1. They get better exp the higher they go.
2. They get better/more loot the higher they go.
3. There is a score board illustrating top players and achievements that unlock aesthetics the higher you go. 

This topic is addressing the problem of people leaving at wave 8 and ways to give players incentive to stay as long as they can (not because of endurance on the player, but because their character is strong enough) testing the characters limits as it was intended. Not leaving at 8 because it is currently the most efficient way to get items.

In short staying longer must be a more efficient way of getting items that restarting the level.

Edited by Pitiful
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