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Post by Pounce de León on Jul 17, 2017 8:19:43 GMT
No.
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Post by KingTony on Jul 17, 2017 12:53:52 GMT
I wouldn't mind being able to sell my things. No one? You fucken suck.
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Post by OneWomanArmy on Jul 17, 2017 12:59:05 GMT
Is he saying what I think he is? Did my post get misunderstood?
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Post by KingTony on Jul 17, 2017 13:02:20 GMT
Is he saying what I think he is? Did my post get misunderstood? Not misunderstood, just taken out of context by newbies without profile pics, and who cares what they think if they're just gonna come around and talk shit?
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Post by gnperdue on Jul 17, 2017 13:30:59 GMT
You wouldn't need the game to switch to dropping duplicates. That would be hard to code anyway. No, just let you trade in cards (maybe only allow you to trade in 11+ rank cards, or, if you allow character cards below 10, a trade in would trigger a skills reset) for credits and/or other specific cards.
Say, trade back ranks 16-20 of you human female engineer (since you've been leveling the male) for one rank of a specific uncommon. Or three rares for a specific rare card, etc. You would have to think about the formulae for a bit. It would really make opening cards you didn't want to use much more palatable unless you're a 100% completionist.
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Post by JRandall0308 on Jul 17, 2017 13:46:47 GMT
DEAR GOD NO.
'Crafting' in DAI is what turned that game's loot system in an intolerable amount of busywork.
DO NOT WANT for MEA.
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Post by Deleted on Jul 17, 2017 13:52:51 GMT
You wouldn't need the game to switch to dropping duplicates. That would be hard to code anyway. No, just let you trade in cards (maybe only allow you to trade in 11+ rank cards, or, if you allow character cards below 10, a trade in would trigger a skills reset) for credits and/or other specific cards. Say, trade back ranks 16-20 of you human female engineer (since you've been leveling the male) for one rank of a specific uncommon. Or three rares for a specific rare card, etc. You would have to think about the formulae for a bit. It would really make opening cards you didn't want to use much more palatable unless you're a 100% completionist. I think this will turn it into a game of one main with one gun and really discourage you to play different things, and if you do not get duplicates of cards, there are no do-overs. this is not to say that having to level Basic humans twice is not idiotic or that the pool of weapons is not overwhelming. I'd rather see more ways to earn mission funds via challenges tbh than dismantle cards. In other words, I'd be more interested in thematic content that concentrates population and challenges me to try different things on different days with different chars than selectively pare my choices down and farm one map for the most creds at the highest speed possible.
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Post by gnperdue on Jul 17, 2017 15:28:19 GMT
You could get "duplicates" of anything not in your inventory. I think people would still run a variety of characters, but you wouldn't be forced to wait as long for cards you really wanted.
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Post by gnperdue on Jul 17, 2017 15:29:10 GMT
I also like the idea of more and more creative ways to earn mission funds.
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Post by Deleted on Jul 17, 2017 15:56:04 GMT
You could get "duplicates" of anything not in your inventory. I think people would still run a variety of characters, but you wouldn't be forced to wait as long for cards you really wanted. This in turn means that your most efficient way to play the game will become buying monstrous amounts of 5K packs b/c otherwise you'd be pulling the destroyed Bronze cards from the pricey packs. If you give peeps philosopher stone to turn bronze into platinum, they are gonna mine lots of bronze. The biggest bloat atm is on the Gold level gear.
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Post by gnperdue on Jul 17, 2017 16:01:38 GMT
With the right formula, buying 5k packs would not be all that advantageous. But, you could also make it impossible to "trade up", and only allow equivalent rarity exchanges. There's a lot of flexibility here and the nice thing is, you could completely ignore it and have the same experience you have now.
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Post by someN7orother on Jul 17, 2017 16:24:57 GMT
I do see the tiny problem that the system would then switch to dropping duplicates, just as it does in SP, so that getting another rare/ur you don't have becomes virtually impossible. It's not that I don't like the concept of being able to craft specific gear. I would actually love that and wish Bioware had opted for some such version: where you can craft/buy gear or kits directly. But they didn't. Melting/crafting and the current RNG system just don't mix, imo... Again, let me use Gwent as an example of how you can have it both ways. The "loot" in that game is also RNG-based with packs giving you random garbage. You can get duplicates. However, you can scrap any card and get a certain amount of crafting currency (think SP Omni-Gel) based on the card's rarity, which is then used to make the cards you want. Nothing else is needed, no "exotic" components gained from killing 99 Old Gods and sacrificing 99 virgins with 99 Unicorn Horns, no schematics, no bullshit. For reference, to craft a "common", you need to scrap 6,66 commons. To craft an "UR", you have to scrap 4 URs. A similar system in MEA wouldn't stop you from getting exactly the same card you just scrapped in the next pack, but it would at least allow you to compensate somewhat for pool dilution and to focus on stuff you actually want to play with. You don't want to deal with that and prefer to just play and work towards a maxed manifest the old fashioned way? Nothing stops you from enjoying the tender mercies of the RNG. But having an optional -as opposed to mandatory to obtain the bestest stuff- crafting system would allow people to work around the worst aspect of 1.09. Of course, knowing biowEA, they would make it so to craft a UR upgrade you had to scrap like 100 URs or something because BUY ANDROMEDA POINTS BITCH!1!
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Post by Deleted on Jul 17, 2017 16:28:48 GMT
With the right formula, buying 5k packs would not be all that advantageous. But, you could also make it impossible to "trade up", and only allow equivalent rarity exchanges. There's a lot of flexibility here and the nice thing is, you could completely ignore it and have the same experience you have now. I think it's way too complex and round-about way for what it is trying to accomplish. Your root issue is that you want to be able to focus-grind something specific and bypass the RNG. Their response to alleviating it is MF, rather than crafting. I doubt they will ever permit a completely RNG-independent path to a coveted piece of gear. Because this game is made out of longing and delayed gratification, and charges real money for immediate gratification. If that focused path is allowed, all that is going to happen is that everyone would grind one main with one gun maxed out, and then grind out the rest of the manifest with that Main character. Because you would be unwise not to. I guarantee you that those Mains/Guns are not going to be diverse. also, any balance changes that would nerf a gun or a character of choice would result in many tears. I'd love to see a Wild Card as a rare drop on any level that unlocks something to max level & more development in the MF system.
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Post by someN7orother on Jul 17, 2017 16:35:56 GMT
If that focused path is allowed, all that is going to happen is that everyone would grind one main with one gun maxed out, and then grind out the rest of the manifest with that Main character. Because you would be unwise not to. I guarantee you that those Mains/Guns are not going to be diverse. Cool. So what you're saying is that we have RNG supremacy because they cannot seem to design weapons and characters that are viable and enjoyable in sufficient numbers. In other words, most of the manifest is unattractive boring shit, so RNG is a way to hamper your enjoyment of the few good things they managed to make. Not that I disagree with your analysis, btw, but I have one question: you are still playing and defending this steaming piece of shit... why exactly?
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Post by Scathane on Jul 17, 2017 16:39:25 GMT
I do see the tiny problem that the system would then switch to dropping duplicates, just as it does in SP, so that getting another rare/ur you don't have becomes virtually impossible. It's not that I don't like the concept of being able to craft specific gear. I would actually love that and wish Bioware had opted for some such version: where you can craft/buy gear or kits directly. But they didn't. Melting/crafting and the current RNG system just don't mix, imo... Again, let me use Gwent as an example of how you can have it both ways. The "loot" in that game is also RNG-based with packs giving you random garbage. You can get duplicates. However, you can scrap any card and get a certain amount of crafting currency (think SP Omni-Gel) based on the card's rarity, which is then used to make the cards you want. Nothing else is needed, no "exotic" components gained from killing 99 Old Gods and sacrificing 99 virgins with 99 Unicorn Horns, no schematics, no bullshit. For reference, to craft a "common", you need to scrap 6,66 commons. To craft an "UR", you have to scrap 4 URs. A similar system in MEA wouldn't stop you from getting exactly the same card you just scrapped in the next pack, but it would at least allow you to compensate somewhat for pool dilution and to focus on stuff you actually want to play with. You don't want to deal with that and prefer to just play and work towards a maxed manifest the old fashioned way? Nothing stops you from enjoying the tender mercies of the RNG. But having an optional -as opposed to mandatory to obtain the bestest stuff- crafting system would allow people to work around the worst aspect of 1.09. Of course, knowing biowEA, they would make it so to craft a UR upgrade you had to scrap like 100 URs or something because BUY ANDROMEDA POINTS BITCH!1! O, I definitely understand how you could have it both ways. Guild Wars 2 had it, for instance: first time you get an item, you unlock it and every item thereafter doesn't address that list anymore. The Challenge and Achievement systems in Andromeda have the same feature. The current card/RNG system does not, however. Sure, they could introduce crafting if they rearranged the RNG but then, it gives no guarantees as to removing the grind. In fact - as you already stated - knowing EA, it would most certainly be designed towards generating RL$ and, thus, towards grind...
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Post by Deleted on Jul 17, 2017 16:45:22 GMT
If that focused path is allowed, all that is going to happen is that everyone would grind one main with one gun maxed out, and then grind out the rest of the manifest with that Main character. Because you would be unwise not to. I guarantee you that those Mains/Guns are not going to be diverse. Cool. So what you're saying is that we have RNG supremacy because they cannot seem to design weapons and characters that are viable and enjoyable in sufficient numbers. In other words, most of the manifest is unattractive boring shit, so RNG is a way to hamper your enjoyment of the few good things they managed to make. Not that I disagree with your analysis, btw, but I have one question: you are still playing and defending this steaming piece of shit... why exactly? Because in general i find the delayed gratification tolerable, and because the RNG precludes the extremes of the player base stratification. I also would rather they address the root cause of making the guns and roses more attractive, rather than giving you a ladder to climb to one ultimate character, in other words fine-tuned vs breaking things down. I always am in favour of more variability over the One True Way to play a game.
i keep playing the game because I have fun playing it. I've never had a full manifest, and I'll never will. I sort of find it liberating, so I can just play whatever I want. If they change it, I will try to adapt, but I foresee that I will be worse off in a game of One Main with One Gun.
I am not "defending" anything. I am pointing out consequences in the suggested changes, and I try to do it very politely as a part of a discussion, b/c I think the "why not" is imo something interesting.
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Post by gnperdue on Jul 17, 2017 16:48:13 GMT
Wild cards are a good idea also.
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Post by someN7orother on Jul 17, 2017 17:15:22 GMT
Cool. So what you're saying is that we have RNG supremacy because they cannot seem to design weapons and characters that are viable and enjoyable in sufficient numbers. In other words, most of the manifest is unattractive boring shit, so RNG is a way to hamper your enjoyment of the few good things they managed to make. Not that I disagree with your analysis, btw, but I have one question: you are still playing and defending this steaming piece of shit... why exactly? Because in general i find the delayed gratification tolerable, and because the RNG precludes the extremes of the player base stratification. I also would rather they address the root cause of making the guns and roses more attractive, rather than giving you a ladder to climb to one ultimate character, in other words fine-tuned vs breaking things down. I always am in favour of more variability over the One True Way to play a game. i keep playing the game because I have fun playing it. I've never had a full manifest, and I'll never will. "Delayed gratification"? I play a game to enjoy it now. Not in a thousand plat speed runs after which I will (maybe) unlock the gun I want. There was no One True Way to play ME3MP. People played whatever character/gun combos they enjoyed and/or were good with. The only One True Way there was concerned plat speedruns which revolved around spawn nuking, but the overwhelming majority of players didn't care about that. Avoiding the appearance of ultra-optimal builds that render everything else obsolete is a designer's task, and preventing it through RNG-based scarcity is plain bad design. It's also frankly indefensible. Your fears about playerbase stratification have no ground on reality because this is not a MMO where there are gear checks to gate certain content. I played plat on the first day with an Asari Adept and a Hesh and extracted. I even topscored in one game. And again, it's not about maxing the fucking manifest. If you have been paying a modicum of attention, you've seen people complaining that they keep getting random trash gold and black cards, without unlocking a single level of batarian. That is bullshit, and defending that garbage because it enforces randomness on player loadouts over their preferences is, long-term, detrimental to the game's health.
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Post by Deleted on Jul 17, 2017 17:23:52 GMT
I will support Andromeda being made closer to ME3MP in terms of gearing solutions via fine-tuning of the pool, modifications, weapon redesign, the drop rates, the MF assignments etc. I do have things I want as well
But breaking down the cards & crafting while preserving the current loot pool is not my favorite idea and I have tried to explain why I think so. FWIW, crafting triggers me more than the thought that a full manifest is unattainable.
And, yes, a completed manifest is the way in this system to play what character you want with what gun you want at peak efficiency. Working towards a set up you specifically want in a focused way is not. ME3MP had the same system. The difference lies in the scale and the low variability of the loot pool (it is boring), which is what needs to be addressed imo.
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Post by gnperdue on Jul 17, 2017 18:46:15 GMT
I agree a better loot pool would be nice, but how to fix the situation we're in? Bioware can't take back the huge dilution of the pool from 1.9 gracefully. They could go through and selectively buff a lot of guns so there was more quality, but you still have the problem of needing a huge number of packs to max out anything.
I know they want to make it hard to max out the cool stuff and rarity is part of the cachet, but right now the number of cards is overwhelming and the associated variety is actually really low.
I think a way to recycle cards is an easier and more realistic fix given where we are now, even though an improved pool would also be nice.
I hope someone from Bioware is listening and interested in what I'm saying. I also hope though that they are listening to some of the other ideas in this thread. In particular, more and more creative ways to get and use Mission Funds would be great, as would wild cards that you could use to unlock more than one thing.
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Post by someN7orother on Jul 17, 2017 18:52:15 GMT
I will support Andromeda being made closer to ME3MP in terms of gearing solutions via fine-tuning of the pool, modifications, weapon redesign, the drop rates, the MF assignments etc. I do have things I want as well
But breaking down the cards & crafting while preserving the current loot pool is not my favorite idea and I have tried to explain why I think so. FWIW, crafting triggers me more than the thought that a full manifest is unattainable.
And, yes, a completed manifest is the way in this system to play what character you want with what gun you want at peak efficiency. Working towards a set up you specifically want in a focused way is not. ME3MP had the same system. The difference lies in the scale and the low variability of the loot pool (it is boring), which is what needs to be addressed imo. Who said anything about "peak efficiency"? Efficiency analysis has no bearing on this discussion because MEAMP is not a competitive shooter and, again, you don't need math to fine-tune your build to make it viable in any difficulty. I said it's possible to keep getting unwanted upgrades for shit you'll likely never use without unlocking the first level of a character or gun that you actually want. How does that make any sense? ME3MP did NOT substantially have the same system because a level I character had the same amount of skill points that a level V did, and the odds of getting a given card were much better due to the card bloat not being anywhere near the levels of MEAMP 1.09. It's not so much about efficiency as about the fact that a level I character plays differently from a level X, but a level X doesn't play much differently from a level XX. The addition of a crafting system as suggested by OP would not affect you in the slightest, except that it would allow others to acquire and play with the stuff they want, and apparently other people making progress towards their own goals triggers you, to use your own words.
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Post by Deleted on Jul 17, 2017 18:56:18 GMT
I agree a better loot pool would be nice, but how to fix the situation we're in? Bioware can't take back the huge dilution of the pool from 1.9 gracefully. They could go through and selectively buff a lot of guns so there was more quality, but you still have the problem of needing a huge number of packs to max out anything. I know they want to make it hard to max out the cool stuff and rarity is part of the cachet, but right now the number of cards is overwhelming and the associated variety is actually really low. I think a way to recycle cards is an easier and more realistic fix given where we are now, even though an improved pool would also be nice. I hope someone from Bioware is listening and interested in what I'm saying. I also hope though that they are listening to some of the other ideas in this thread. In particular, more and more creative ways to get and use Mission Funds would be great, as would wild cards that you could use to unlock more than one thing. I agree that the bloat of boring loot is the crux of the problem, but I'd rather they acknowledged that they overdid it with boring and underperformed on fun in the loot department, and worked on the way to make the grind go faster and make it more like ME3MP by:
- making it faster through the wild cards, MF missions (and more MF per), maybe even increasing the drop rate; - making more items desirable through rebalance of weapons
and then once the gold bloat is under control and does not produce groans the moment someone says "add", add "wantable" stuff, like more actually cool racial kits
That way it becomes more like ME3MP, surprising, whimsical, non-boring and does not change the system to crashing everything to goo to get this or that maxed out, and incite nervous break downs and tears the moment a gun you fed every other piece of gear to is nerfed.
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Post by Deleted on Jul 17, 2017 19:12:55 GMT
I will support Andromeda being made closer to ME3MP in terms of gearing solutions via fine-tuning of the pool, modifications, weapon redesign, the drop rates, the MF assignments etc. I do have things I want as well
But breaking down the cards & crafting while preserving the current loot pool is not my favorite idea and I have tried to explain why I think so. FWIW, crafting triggers me more than the thought that a full manifest is unattainable.
And, yes, a completed manifest is the way in this system to play what character you want with what gun you want at peak efficiency. Working towards a set up you specifically want in a focused way is not. ME3MP had the same system. The difference lies in the scale and the low variability of the loot pool (it is boring), which is what needs to be addressed imo. Who said anything about "peak efficiency"? Efficiency analysis has no bearing on this discussion because MEAMP is not a competitive shooter and, again, you don't need math to fine-tune your build to make it viable in any difficulty. I said it's possible to keep getting unwanted upgrades for shit you'll likely never use without unlocking the first level of a character or gun that you actually want. How does that make any sense? ME3MP did NOT substantially have the same system because a level I character had the same amount of skill points that a level V did, and the odds of getting a given card were much better due to the card bloat not being anywhere near the levels of MEAMP 1.09. It's not so much about efficiency as about the fact that a level I character plays differently from a level X, but a level X doesn't play much differently from a level XX. The addition of a crafting system as suggested by OP would not affect you in the slightest, except that it would allow others to acquire and play with the stuff they want, and apparently other people making progress towards their own goals triggers you, to use your own words. Should the crafting system as the one suggested above be introduced, I'd be doing the sane thing. Breaking the cards down and feeding one chosen weapon, whichever one gives the most pluses till it's maxed out. I certainly am not going to place myself at a disadvantage compared to everyone else.
One system is clearly faster than the other, so once you introduce both, one becomes redundant. I am explaining the difference between the two systems and how one is a radical departure from another. Balancing both to coexist is essentially impossible, because unless each item is not progressing on RNG, there is no way to make multiple low-level possessions as valuable as one maxed out possession.
In my view ME3MP represented a good example of a fun RNG system, where the ride is fun, and things you get out of the boxes are all great toys, while in Andromeda MP the main problem is that the gold bloat/the ride is boring; most toys are not that great, and Christmas does not come often enough.
However, changing the system entirely will lose that unique flavor that ME3MP imo had (as well as making it extremely susceptible to hard corrections whenever FOTM is rebalanced), and Andromeda tried to replicate, but erred in its execution. I'd rather they corrected the executions than the system.
EDIT: The problem is, the longer they wait to change anything in any way, the more they are going to punish the folks that are grinding the most atm, so the less they will be able to course-correct.
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Post by someN7orother on Jul 17, 2017 19:51:19 GMT
Should the crafting system as the one suggested above be introduced, I'd be doing the sane thing. Breaking the cards down and feeding one chosen weapon, whichever one gives the most pluses till it's maxed out. I certainly am not going to place myself at a disadvantage compared to everyone else. One system is clearly faster than the other, so once you introduce both, one becomes redundant. I am explaining the difference between the two systems and how one is a radical departure from another. Balancing both to coexist is essentially impossible, because unless each item is not progressing on RNG, there is no way to make multiple low-level possessions as valuable as one maxed out possession. It is not, and you are not. Your choice would be neither optimal nor required, because a level X UR does ~15% greater DPS than at level I, which is far from impressive and not at all necessary because there are no gear checks. In fact, the fastest way to a maxed manifest under the proposed scheme is not breaking down any cards, ever, because that way you avoid receiving duplicates of cards you've scrapped, and don't have to deal with the loss of value (1:4 or whatever) from breaking down cards to craft stuff. Let me, for the umpteenth time, repeat: maxed gear/manifest does not impact your clear times in a substantial way (coordination with other players and skill do), which is the ultimate factor governing how long it takes to progress. This is not an MMO, you do not need to have a "main" to keep a steady income or avoid falling too far behind the curve.
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Post by Deleted on Jul 17, 2017 20:24:36 GMT
Should the crafting system as the one suggested above be introduced, I'd be doing the sane thing. Breaking the cards down and feeding one chosen weapon, whichever one gives the most pluses till it's maxed out. I certainly am not going to place myself at a disadvantage compared to everyone else. One system is clearly faster than the other, so once you introduce both, one becomes redundant. I am explaining the difference between the two systems and how one is a radical departure from another. Balancing both to coexist is essentially impossible, because unless each item is not progressing on RNG, there is no way to make multiple low-level possessions as valuable as one maxed out possession. It is not, and you are not. Your choice would be neither optimal nor required, because a level X UR does ~15% greater DPS than at level I, which is far from impressive and not at all necessary because there are no gear checks. In fact, the fastest way to a maxed manifest under the proposed scheme is not breaking down any cards, ever, because that way you avoid receiving duplicates of cards you've scrapped, and don't have to deal with the loss of value (1:4 or whatever) from breaking down cards to craft stuff. Let me, for the umpteenth time, repeat: maxed gear/manifest does not impact your clear times in a substantial way (coordination with other players and skill do), which is the ultimate factor governing how long it takes to progress. This is not an MMO, you do not need to have a "main" to keep a steady income or avoid falling too far behind the curve. Well, I am only a noob, but what I see is that my 20/XX character performs way better than when he was 1/I, and a gun at LX is much better than at LI. I'd certainly break down each and every SR to max out something I actually use, because I will use SR never. It might not be a MMO, but under a focused crafting system, I'd dump everything into a Main that is as low card as possible with the gun that is the biggest bang for the buck (and that I can shoot), push it to as high level as I could play as fast as I can (for me it's Gold) and keep playing Gold on that character at that point, dumping everything into the next bestest gun for him & saving the credits for the upcoming bestest kit.
I like playing VGS. So, I push the basic H!Guard into Gold breaking down all Silver cards to max out his Disciple (silver Shotgun). Then break everything down and pump all MFs, all crafting mats into a Shotgun of note - let's call it The Bestest Shotgun. With whatever one of the triplets that is good? Get that. Then play Dailies/Gold, stash and sit on it till Batguard is out. Pump everything in the Batguard. Then buy XP cards and start maxing out kits for level 6 bonuses w whatever gears I can throw on them. Once maxed, go back to play Batguard.
That's what I'd do if the crafting system was in place today, that would be my full progression curve. (Shrug)
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