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Post by SofaJockey on Mar 12, 2019 9:25:57 GMT
Watching Reddit explode with boycotts and arguments about loot lead me to ask the question, who decides when the loot is acceptable?
I haven't yet tried Grandmaster 2, I upgraded my Colossus to 'masterwork' category only yesterday, but the narrative I'm hearing from many players is that they are not seeing sufficient access to 'god rolls' on legendaries and therefore the game is toast.
Yet the game isn't even out 3 weeks, so how can the development of the game legitimately be driven by the 1% of players who are burning through the content and wanting their maxed build and weapons 'now' !!
How do you reconcile these different audiences, if that is even possible?
Isn't this game supposed to develop over years, not days?
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Post by Dekibra on Mar 12, 2019 10:48:25 GMT
you know you have to change the loot drop rate when BOTH are not happy - which seems to be the case right now
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Gileadan
N5
Agent 46
Clearance Level Ultra
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Origin: ALoneGretchin
Posts: 2,671 Likes: 6,651
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Clearance Level Ultra
2,671
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gileadan
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
ALoneGretchin
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Post by Gileadan on Mar 12, 2019 10:53:27 GMT
I've only played the demo and not the full game, so take anything that follows with a grain of salt and feel free to correct me where I'm wrong.
I think dedicated loot (-shooter and otherwise) driven players like having a goal to grind for. What those goals can be depends on what loot the game has to offer and which ways of acquiring it exist, how worthwhile the effort feels and finally how much entertainment can be had from all this.
As far as I understand, the goal to grind for in Anthem is to keep killing enemies and bosses for as many high quality loot drops as possible in an attempt to get optimal inscriptions for as many weapons/items as possible. This loot is generated from a single loot table, adjusted for the player's Javelin, difficulty level and luck property.
For a loot driven game, this is about as simple as it can get. This is not inherently a bad thing, because it makes the game beginner friendly and easy to pick up. It makes for a poor long term prospect though, since you basically have to replay the not overly abundant content time and again with very little chances to influence RNGesus because of how aforementioned loot table works. It's like a lottery game where you hope for a good roll at the end of your expedition. This alone can be pretty addictive, at least for a while, but it will lead to repetitive gameplay where most of the loot is discarded because it is a duplicate of something you already have with inscriptions that aren't any better.
And that's the crux of the game's current state and the demands for more loot. On one hand, people need the feeling that this repetition will eventually lead to a worthwhile reward, but as you said increasing the quantity and/or quality of loot drops with exhaust the loot pool that much faster, and Anthem's loot pool seems rather small with very few outstanding items, if any.
Any loot game that wants to retain its players in the long term needs variety in content, difficulty and loot to avoid ending up with this very problem. It needs different items and loot tables tied to different activities and difficulties. It needs loot that is fun and useful.
Warframe, for example, has a lot of things to earn in many different ways. You want the blueprints for this warframe? Go kill that particular boss. You want this rare mod? Crack every data vault on that spy mission. You want to kill the big monster that roams the plains at night? Prepare to put a lot of effort into your Operator's skill tree and gear. And now that you've killed it in a group, maybe you can kill it on your own one day... see where this is going? Variety with worthwhile rewards is the route to success as a present day loot driven game.
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Post by lennybusker on Mar 12, 2019 11:30:33 GMT
Watching Reddit explode with boycotts and arguments about loot lead me to ask the question, who decides when the loot is acceptable? I haven't yet tried Grandmaster 2, I upgraded my Colossus to 'masterwork' category only yesterday, but the narrative I'm hearing from many players is that they are not seeing sufficient access to 'god rolls' on legendaries and therefore the game is toast.Yet the game isn't even out 3 weeks, so how can the development of the game legitimately be driven by the 1% of players who are burning through the content and wanting their maxed build and weapons 'now' !! How do you reconcile these different audiences, if that is even possible? Isn't this game supposed to develop over years, not days? BZZZZZZZZZZT! Ohhhh I'm sorry that's incorrect, so we have to send you home but here's a lovely parting gift. Here is how loot progression works in a well-designed looter game. Move up loot tier > large power increase > move up loot tier > large power increase > [...] > reach max loot tier > final large power increase > refine max loot drops for incrementally better stats > minor power increases until "god roll" status is achieved. Here is how loot progression works in Anthem. Move up through commons, greens and blues > large power increase > move up to Epic > large power increase > move up to Masterwork > large power increase > brick wall The reason why there's a brick wall: 1) drop rate for Masterwork and Legendary is so low that you can play for hours with only a small handful of Masterwork and Legendary drops. 2) when you do get a drop, they're untargeted and unfocused so much that it might not even be for your preferred javelin or loadout 3) when you do get a drop for your javelin and your loadout, the stat variance on the inscription rolls is so wild that the likelihood of the actual stat you want increasing in a progressive way is virtually nil Point 2 and 3 can exist in the game without there being too much fuss, as long as the rate at which you earn the top tier loot is fast enough that you receive a reasonable chance at stat progression for your time investment. But they cannot exist at the same time as point 1. They are simply incompatible if your goal is player enjoyment retention past a few weeks (for any player of...let's say reasonable standards). And yet this is the state of Anthem. Now, the reason why I typed all that out is because what you've done in your bolded section is set up a massive strawman argument against the most prevalent complaint, which is simply about point 1 above. The argument is NOT "Bioware pls I can't get +200% weapon damage this game sucks I'm quitting". The argument is "Bioware I can barely even get orange and yellow drops to begin with, much less ones that actually improve my character, please up the drop rate." Arguing against a position that you're showing you don't even understand is not a good look, mate.
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Post by Pounce de León on Mar 12, 2019 11:35:30 GMT
I've only played the demo and not the full game, so take anything that follows with a grain of salt and feel free to correct me where I'm wrong. I think dedicated loot (-shooter and otherwise) driven players like having a goal to grind for. What those goals can be depends on what loot the game has to offer and which ways of acquiring it exist, how worthwhile the effort feels and finally how much entertainment can be had from all this. As far as I understand, the goal to grind for in Anthem is to keep killing enemies and bosses for as many high quality loot drops as possible in an attempt to get optimal inscriptions for as many weapons/items as possible. This loot is generated from a single loot table, adjusted for the player's Javelin, difficulty level and luck property. For a loot driven game, this is about as simple as it can get. This is not inherently a bad thing, because it makes the game beginner friendly and easy to pick up. It makes for a poor long term prospect though, since you basically have to replay the not overly abundant content time and again with very little chances to influence RNGesus because of how aforementioned loot table works. It's like a lottery game where you hope for a good roll at the end of your expedition. This alone can be pretty addictive, at least for a while, but it will lead to repetitive gameplay where most of the loot is discarded because it is a duplicate of something you already have with inscriptions that aren't any better. And that's the crux of the game's current state and the demands for more loot. On one hand, people need the feeling that this repetition will eventually lead to a worthwhile reward, but as you said increasing the quantity and/or quality of loot drops with exhaust the loot pool that much faster, and Anthem's loot pool seems rather small with very few outstanding items, if any. Any loot game that wants to retain its players in the long term needs variety in content, difficulty and loot to avoid ending up with this very problem. It needs different items and loot tables tied to different activities and difficulties. It needs loot that is fun and useful. Warframe, for example, has a lot of things to earn in many different ways. You want the blueprints for this warframe? Go kill that particular boss. You want this rare mod? Crack every data vault on that spy mission. You want to kill the big monster that roams the plains at night? Prepare to put a lot of effort into your Operator's skill tree and gear. And now that you've killed it in a group, maybe you can kill it on your own one day... see where this is going? Variety with worthwhile rewards is the route to success as a present day loot driven game. You know what hit me the other day? The suspicion that Bioware might not have sent enough people to play Warframe and/or talk to their fellow dev collegues at DE.
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tatann
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Games: Mass Effect Trilogy, Mass Effect Andromeda
Posts: 765 Likes: 1,038
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Post by tatann on Mar 12, 2019 11:45:44 GMT
I've only played the demo and not the full game, so take anything that follows with a grain of salt and feel free to correct me where I'm wrong. I think dedicated loot (-shooter and otherwise) driven players like having a goal to grind for. What those goals can be depends on what loot the game has to offer and which ways of acquiring it exist, how worthwhile the effort feels and finally how much entertainment can be had from all this. As far as I understand, the goal to grind for in Anthem is to keep killing enemies and bosses for as many high quality loot drops as possible in an attempt to get optimal inscriptions for as many weapons/items as possible. This loot is generated from a single loot table, adjusted for the player's Javelin, difficulty level and luck property. For a loot driven game, this is about as simple as it can get. This is not inherently a bad thing, because it makes the game beginner friendly and easy to pick up. It makes for a poor long term prospect though, since you basically have to replay the not overly abundant content time and again with very little chances to influence RNGesus because of how aforementioned loot table works. It's like a lottery game where you hope for a good roll at the end of your expedition. This alone can be pretty addictive, at least for a while, but it will lead to repetitive gameplay where most of the loot is discarded because it is a duplicate of something you already have with inscriptions that aren't any better. And that's the crux of the game's current state and the demands for more loot. On one hand, people need the feeling that this repetition will eventually lead to a worthwhile reward, but as you said increasing the quantity and/or quality of loot drops with exhaust the loot pool that much faster, and Anthem's loot pool seems rather small with very few outstanding items, if any. Any loot game that wants to retain its players in the long term needs variety in content, difficulty and loot to avoid ending up with this very problem. It needs different items and loot tables tied to different activities and difficulties. It needs loot that is fun and useful. Warframe, for example, has a lot of things to earn in many different ways. You want the blueprints for this warframe? Go kill that particular boss. You want this rare mod? Crack every data vault on that spy mission. You want to kill the big monster that roams the plains at night? Prepare to put a lot of effort into your Operator's skill tree and gear. And now that you've killed it in a group, maybe you can kill it on your own one day... see where this is going? Variety with worthwhile rewards is the route to success as a present day loot driven game. You know what hit me the other day? The suspicion that Bioware might not have sent enough people to play Warframe and/or talk to their fellow dev collegues at DE. Especially since they're both Canadians, they couldn't refuse to help each other
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Post by Pounce de León on Mar 12, 2019 11:46:58 GMT
Anthem's loot system isn't fit for duty. Lenny has outlined it pretty much: The inscription system is not too bad as general idea, but relies heavily on total RNG.
If you need lots of chances to even generate the slightes combination that makes sense - you gonna need lots of chances - meaning: drops.
Alternatively you'd need themed runs and loot drops - certain enemies dropping certain stuff so you could work for a goal. With RNG there is no goal - only Lady Luck. And to rework the total RNG to have different loot tables so not everything lands in one pool to dilute everything is gonna cost time. Time that should have spent in the fucking design phase of the game altogether, not after release, because designing a loot system is at the fucking CORE of a game like Anthem.
Now think of all the fanboy's biggest excuse: Iz GaaS. Dey gonna improve over time. Iz gonna get better.
And then think of the current loot system and how all diz newe contente is gonnae dumped into one ever growinge loote poole.
Withe your onlye tool to partake in loot chase being your glorious RNG FYSHING RODDE.
I wonder how that would turn out?
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
LennyBusker
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Post by lennybusker on Mar 12, 2019 11:54:50 GMT
I've only played the demo and not the full game, so take anything that follows with a grain of salt and feel free to correct me where I'm wrong. I think dedicated loot (-shooter and otherwise) driven players like having a goal to grind for. What those goals can be depends on what loot the game has to offer and which ways of acquiring it exist, how worthwhile the effort feels and finally how much entertainment can be had from all this. As far as I understand, the goal to grind for in Anthem is to keep killing enemies and bosses for as many high quality loot drops as possible in an attempt to get optimal inscriptions for as many weapons/items as possible. This loot is generated from a single loot table, adjusted for the player's Javelin, difficulty level and luck property. For a loot driven game, this is about as simple as it can get. This is not inherently a bad thing, because it makes the game beginner friendly and easy to pick up. It makes for a poor long term prospect though, since you basically have to replay the not overly abundant content time and again with very little chances to influence RNGesus because of how aforementioned loot table works. It's like a lottery game where you hope for a good roll at the end of your expedition. This alone can be pretty addictive, at least for a while, but it will lead to repetitive gameplay where most of the loot is discarded because it is a duplicate of something you already have with inscriptions that aren't any better. And that's the crux of the game's current state and the demands for more loot. On one hand, people need the feeling that this repetition will eventually lead to a worthwhile reward, but as you said increasing the quantity and/or quality of loot drops with exhaust the loot pool that much faster, and Anthem's loot pool seems rather small with very few outstanding items, if any. Any loot game that wants to retain its players in the long term needs variety in content, difficulty and loot to avoid ending up with this very problem. It needs different items and loot tables tied to different activities and difficulties. It needs loot that is fun and useful. Warframe, for example, has a lot of things to earn in many different ways. You want the blueprints for this warframe? Go kill that particular boss. You want this rare mod? Crack every data vault on that spy mission. You want to kill the big monster that roams the plains at night? Prepare to put a lot of effort into your Operator's skill tree and gear. And now that you've killed it in a group, maybe you can kill it on your own one day... see where this is going? Variety with worthwhile rewards is the route to success as a present day loot driven game. You know what hit me the other day? The suspicion that Bioware might not have sent enough people to play Warframe and/or talk to their fellow dev collegues at DE. Suspicion? Mate it's an outright obvious certainty. They also didn't pay attention to Destiny, or The Division, or Diablo, or Borderlands.
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Post by Pounce de León on Mar 12, 2019 12:01:53 GMT
Jesus Lord. Even Elite Dangerous with its stupidly excessive power creep and ingredient bloat has different places (aka loot tables) you can go to roll for chances.
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floratheelf
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition
PSN: Boku8989
Posts: 198 Likes: 650
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198
August 2016
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition
Boku8989
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Post by floratheelf on Mar 12, 2019 12:03:29 GMT
The loot drama is ridiculous and excessive. Reddit especially was an ok place to talk Anthem until the vocal ones took over and ruined it.
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Post by PillarBiter on Mar 12, 2019 12:32:01 GMT
As someone who started GM2-ing recently, I can say that the effort is not worth the reward. And this counts for both casuals and the 1%.
The thing is: you want to be rewarded for your effort. It matters not if you're casual or hardcore, you need to feel as if you're going FORWARD. If you take the effort to do a dungeon on GM2, you at least want to come out with a decent chance of a legendary. But as it is, about 1% of drops are legendary, and even IF you catch one of such drops, you have a high probability of 1) it not being a legendary you like or need 2) unlikely to get a decent roll which actually helps you become more powerful 3) very, very VERY unlikely to get a god roll.
Now if the game was only played by hard core people, I might see how this system is set up like this. But it isn't. Speaking for myself as casual gamer, I have 2 skills, one of which has +175% damage and the other +225% damage. I was very very lucky to get these, and such rolls makes using other skills pointless to use (on harder difficulties). Thus, restricting my variation. Thus, making the game more boring.
You need to reward casuals. You simply must. And at this point in time, they simply aren't being catered to. The game has a loot system based on spending hours upon hours grinding the same dungeon (especially if you can't select some dungeons anymore...)
I believe rewardedment (is that a word?) can be done pretty easily for casuals without compromising god rolls for hardcores. Simply up the drop rate on GM2 to what it was during golden hour (the bugged server update which increased drop rates). You'll get plenty of masterworks and legendaries, yes, but you'll have done the effort for it. At this point, you can also make god rolls unlikely (but possible....). On GM3, there you can increase the chance of god rolls.
Anyway, that's my view after GM2-ing a bit.
To discuss your original question though: I don't think the 1% want their weapons "now", they just want a fair shot at it. And since what meets the demands of the 1% can only benefit the casuals (a good drop rate for a 1%-er is also rewarding for a casual), it is not unreasonable to listen to them.
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Post by Pounce de León on Mar 12, 2019 12:39:52 GMT
As someone who started GM2-ing recently, I can say that the effort is not worth the reward. And this counts for both casuals and the 1%. The thing is: you want to be rewarded for your effort. It matters not if you're casual or hardcore, you need to feel as if you're going FORWARD. .... Pretty much. Is not about HC minmaxer. It's about the little rewards players receive to feel good about some progress. Minmaxer will be hardcore grinders, shortcutters, speedrunners - whatever. But the casul scrub still has a sense of time invested vs reward received - and if the loot system doesn't reflect those needs while players gradually progress and seek new challenges, the thing falls apart.
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Post by river82 on Mar 12, 2019 12:56:16 GMT
The loot drama is ridiculous and excessive. Reddit especially was an ok place to talk Anthem until the vocal ones took over and ruined it. Reddit never fails to disappoint xD
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Post by shinobiwan on Mar 12, 2019 12:57:15 GMT
The OP shows such a misunderstanding of the situation that it's hard even to respond.
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Post by acehilator on Mar 12, 2019 13:19:58 GMT
The loot drama is ridiculous and excessive. Reddit especially was an ok place to talk Anthem until the vocal ones took over and ruined it. So as long as the frontpage was 90% praise 10% critique it was ok, now it's the other way around and it's bad? Nice double standard you got going there.
On topic: You failed to do your research. Start over and try again.
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Post by SofaJockey on Mar 12, 2019 13:26:33 GMT
The OP shows such a misunderstanding of the situation that it's hard even to respond. Well, I'm getting MW's pretty regularly and the occasional Legendary. (GM1) (1-3 of those in the average Stronghold & Leg contract) I thought that was the rate expected.
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https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Ftse1.mm.bing.net%2Fth%3Fid%3DOIP.hVm-5wNStlyTEXjhwDoa_wHaEK%26pid%3DApi&f=1&ipt=8f745a5f30b08f8231ddb64664df7375d23cc10878aa50d66fec54e9d570c7e2&ipo=images
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Jade Empire, Mass Effect Andromeda
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Post by Sartoz on Mar 12, 2019 13:26:52 GMT
Watching Reddit explode with boycotts and arguments about loot lead me to ask the question, who decides when the loot is acceptable? Snip
Duh... When the loot is not fun? The answer is "the player".
In a looter-shooter, the "loot" is one of the hooks that keep the player coming back to play the game. Fail that and the player goes elsewhere.... especially since D2 is coming in a week. Bio, for some reason is unwilling to provide the gamer with a carrot to keep them from jumping ship while they attempt to "fix" this.
Look, a 10 year Anthem journey won't go anywhere with EA/Bio constantly frustrating players with an overly complex gear upgrade system that is hard to understand (let alone bugs with unintended consequences). Yes, the intent may be "A" but the results are "B". When "A" is brown manure and suddenly you get "B" which is ice cream everyone loves it. Then Bio says "ooops" we did not mean to give you ice cream.... here is the manure again. Technically that may be true but a marketing disaster.
Player "revolt" as described in Reddit is a symptom that the game has serious problems. The question of "who decides when the loot...." is irrelevant.
Let's hope Bio will survive this tough period.
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floratheelf
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition
PSN: Boku8989
Posts: 198 Likes: 650
inherit
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198
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floratheelf
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition
Boku8989
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Post by floratheelf on Mar 12, 2019 13:34:32 GMT
The loot drama is ridiculous and excessive. Reddit especially was an ok place to talk Anthem until the vocal ones took over and ruined it. So as long as the frontpage was 90% praise 10% critique it was ok, now it's the other way around and it's bad? Nice double standard you got going there.
On topic: You failed to do your research. Start over and try again.
Jump to conclusions much. You figured that all out from my two sentence post lol You must not have visited the forum when there were mostly discussions going on.
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire
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Post by majesticjazz on Mar 12, 2019 14:07:02 GMT
Watching Reddit explode with boycotts and arguments about loot lead me to ask the question, who decides when the loot is acceptable? Snip
Duh... When the loot is not fun? The answer is "the player".
In a looter-shooter, the "loot" is one of the hooks that keep the player coming back to play the game. Fail that and the player goes elsewhere.... especially since D2 is coming in a week. Bio, for some reason is unwilling to provide the gamer with a carrot to keep them from jumping ship while they attempt to "fix" this.
Look, a 10 year Anthem journey won't go anywhere with EA/Bio constantly frustrating players with an overly complex gear upgrade system that is hard to understand (let alone bugs with unintended consequences). Yes, the intent may be "A" but the results are "B". When "A" is brown manure and suddenly you get "B" which is ice cream everyone loves it. Then Bio says "ooops" we did not mean to give you ice cream.... here is the manure again. Technically that may be true but a marketing disaster.
Player "revolt" as described in Reddit is a symptom that the game has serious problems. The question of "who decides when the loot...." is irrelevant.
Let's hope Bio will survive this tough period.
D2 coming within a week? Its already here! This is all happening at the perfect time for Ubisoft and worst time for Bioware.
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cypherj
N4
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Posts: 1,586 Likes: 2,396
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Post by cypherj on Mar 12, 2019 14:45:55 GMT
This is my first looter shooter. I really only played it because it was a Bioware game, I had access premier, and I promised my best friend. So I have no idea of how these games are supposed to work.
I've only played as far as GM2. But I didn't see a reason to even keep playing that. The rewards offered are in no way proportionate to the increase in difficulty.
The way I figure it should work would be that each level offered rewards that you couldn't get in lower difficulties, even boss specific loot. The game honestly needs to have boss specific armor drops. People would gladly keep playing these harder difficulties if they could collect new weapons, as well as head, body, arms, legs armor from the GM3 boss. It's a trophy at that point.
But just on a basic level, the rewards should be proportionate to difficulty and the time required.
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Post by nanotm on Mar 12, 2019 14:51:53 GMT
the real problem is that when your crafting you cant add or subtract bits based on what sort of roles your going for, and loot is always luck of the draw in any game...
some games (mostly older ones) let you add in random stuff to change the weapon your going to end up with not leave it entirely to random chance... and the reason EA didnt do this is likely a plan to flog crafting stuff via microtransactions so your encouraged to waste real money trying endlessly to craft your desired item(s) only that plan fell through thanks to the furore surrounding "loot crates" and microtransactions in games in general and as such they still havent upgraded this bonk idea of a system... honestly they should have stuck to certain weapons gain certain things forcing folks to choose their gear more carefully, but instead they went with this poorly thought out grind mechanic....
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cypherj
N4
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Posts: 1,586 Likes: 2,396
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Dec 15, 2021 17:52:40 GMT
2,396
cypherj
1,586
Mar 28, 2017 14:46:05 GMT
March 2017
cypherj
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by cypherj on Mar 12, 2019 15:28:32 GMT
the real problem is that when your crafting you cant add or subtract bits based on what sort of roles your going for, and loot is always luck of the draw in any game... some games (mostly older ones) let you add in random stuff to change the weapon your going to end up with not leave it entirely to random chance... and the reason EA didnt do this is likely a plan to flog crafting stuff via microtransactions so your encouraged to waste real money trying endlessly to craft your desired item(s) only that plan fell through thanks to the furore surrounding "loot crates" and microtransactions in games in general and as such they still havent upgraded this bonk idea of a system... honestly they should have stuck to certain weapons gain certain things forcing folks to choose their gear more carefully, but instead they went with this poorly thought out grind mechanic....
This too. I mean, I don't mind some randomness. But you should be able to pick a one base item, or it should automatically come with one stat specific to what what you're crafting.
If you're crafting an Assault Rifle, you should be guaranteed either Assault Rifle dmg, Assault Rifle dmg increase, something specific to that type of weapon. Same as components. If you're crafting a component that affects gear, you should be guaranteed either gear speed, or gear dmg. If there was one ramdon stat after that I wouldn't mind as much. But for everything to be completely random I think is ridiculous.
I was crafting spark Dash once and got 1% fire damage. First of, only a 1% increase in and of itself is dumb. But also, If the skill is electricity based, why the hell would I want a fire damage bonus. This is the kind of stuff that just shows how ridiculous the system is.
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therevanchist25
1,741
Mar 15, 2017 23:07:06 GMT
March 2017
therevanchist25
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda, Anthem
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Post by therevanchist25 on Mar 12, 2019 15:38:25 GMT
༼ つ ◕_◕ ༽つ SUMMON THE LOOT ༼ つ ◕_◕ ༽つ
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bladefist
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem
Origin: bladefist1
Posts: 629 Likes: 771
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Jun 30, 2023 22:26:13 GMT
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bladefist
629
March 2017
bladefist
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem
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Post by bladefist on Mar 12, 2019 16:05:38 GMT
That's the target audience they chose to go after. Gotta deliver.
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Jan 25, 2017 20:52:04 GMT
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nanotm
a tidy workspace is the sign of a deranged mind
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Aug 20, 2016 19:53:16 GMT
August 2016
nanotm
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
nanotm
nanotm
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Post by nanotm on Mar 12, 2019 16:14:21 GMT
the real problem is that when your crafting you cant add or subtract bits based on what sort of roles your going for, and loot is always luck of the draw in any game... some games (mostly older ones) let you add in random stuff to change the weapon your going to end up with not leave it entirely to random chance... and the reason EA didnt do this is likely a plan to flog crafting stuff via microtransactions so your encouraged to waste real money trying endlessly to craft your desired item(s) only that plan fell through thanks to the furore surrounding "loot crates" and microtransactions in games in general and as such they still havent upgraded this bonk idea of a system... honestly they should have stuck to certain weapons gain certain things forcing folks to choose their gear more carefully, but instead they went with this poorly thought out grind mechanic....
This too. I mean, I don't mind some randomness. But you should be able to pick a one base item, or it should automatically come with one stat specific to what what you're crafting.
If you're crafting an Assault Rifle, you should be guaranteed either Assault Rifle dmg, Assault Rifle dmg increase, something specific to that type of weapon. Same as components. If you're crafting a component that affects gear, you should be guaranteed either gear speed, or gear dmg. If there was one ramdon stat after that I wouldn't mind as much. But for everything to be completely random I think is ridiculous.
I was crafting spark Dash once and got 1% fire damage. First of, only a 1% increase in and of itself is dumb. But also, If the skill is electricity based, why the hell would I want a fire damage bonus. This is the kind of stuff that just shows how ridiculous the system is.
honestly they should ditch the weapon type roll and just straight up give either a suit or gear icon and just have damage, why does my assault rifle have a suit icon and +assault rifle damage, what am I going to equip two of them and double the damage on one becasue the other one has mostly or only suit icons.... they just didnt figure this stuff out when they modified the game in the ways they did from the original plans... really though they should have just given everyone the same type of weapon /gear progression they did in me3, each item levels up as you loot the next version, your loot options are seriously limited but last game I played I got 4 masterworks, all of them the same gun, and 3 of them with identical trash stats... give me something that isnt the same repetitive nonsense... also when I want to reroll a new char I should be able to access the old one still and on top of that be able to replay from the start with access to all the templates I already gained, theres literally zero reason for me to ever reroll as things stand right now/
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