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A suggestion that could make multiplayer endgame better and keep players for the long run.


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34 réponses à ce sujet

#26
YoJayWatsUrName

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I would completely change Perilous difficulty.  Leave it the same as it is, as far as difficulty is concerned.  Make every chest a chest you have to fight an elite for, and a guaranteed item to drop from it (Random quality, maybe slightly increased chances).  Then the end boss always drops a purple item if you should defeat the wave and complete the run

 

There's no point in doing it over Threatening.  This would give us a reason to play it

 

I see what your saying but that wouldn't help.  People still have to gear up to even get to that difficulty.  The whole point of my suggestion is to help the dedicated players get what they deserve to finally play on Perilous.  How are we suppose to kill bosses on Perilous when we cant even get past the second pack if you don't have a good team comp and great gear.

 

 

Overall: I love the feedback I'm seeing in this post.  I really hope they can add some feature that limits the RNG some.  The whole "luck" thing played out years ago, players want progression at a good speed, not too fast, not too slow.  I feel another chest would do that with what i suggested it should do



#27
Hiero_Glyph

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@Shinnyshin

 

We are discounting the ammo and consumables because you could always make use of them.  Consumables had a cap to where you would no longer get them and ammo was always useful to equip for a mission.  How does getting the same low level item benefit me in any way?  Having an excess of tier 1 crafting materials will get old very quickly and the only purpose will be for crafting armor.  Eventually even that will provide no long-term benefit and players will still be unable to have a better chance of acquiring that level 23 unique.  Again, I'm all for long grinds but ME3 had a payoff as you had to get the same UR 10x before it was maxed.  DAMP just makes getting that level 23 unique 100x harder because you not only have to roll a unique item but a level 23 version.  I'm just saying that the crafting system does not improve acquiring unique items in any way.  Being able to craft class armors seems to be the only real advantage right now but when you consider the various armor tiers and color variants, again it is far, far worse than ME3's MP.



#28
Yuanrang

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I think Mass Effect 3's system was incredibly fair. Everyone talks about how you could get consumables, and yes, you could... but more often than not, you would get characters, a modification, weapons and item upgrades. Once you maxed out the latter 4, you would never see them again. I was fine getting 10 of the same weapon, such as an Arc Pistol X. It meant I would not get it anymore, and statistically, the chances for me to get other rares increased. It was RNG within a non-RNG system. Only the Ultra Rares were RNG, and that's fine. 

 

Dragon Age: Inquisition however angers me to no end each time I get a chest and I get some potions and some damn sub level 10 commons almost all the time. I have had one unique, which was level 12. Woohoo. I don't think I have gotten a rare above level 15/16, and that is in about... 20 large chests or so? It is not a lot of chest, but it would be nice to at least get some itemlevel 20+ items, even if they were common. The truth is, I have not gotten any, and that annoys me because it thus is pointless to buy the damn chests. There just is no point if there is not even a slight chance of some dependability.



#29
Shinnyshin

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ME3's system was very fair after a year of patches and with regards to non-endgame progression. It broke down completely with Ultra Rares--which were disproportionately the best weapons in the game. For a long time after release, you could get infinite "rare" character cards, even if you already had everything unlocked, which would massively junk up your packs. And when it came to Ultra Rare progression, I can tell you right now that it feels about as hard to get a level 20+ unique in this game than it did to get a single Ultra Rare in ME3...and you had to get each one of those ten times.

It would take your average person more time to get full Ultra Rares in ME3 than it would take to get fully endgame specced in World of Warcraft. By a significant chunk.

Once again, I think this system could use improvement. But to argue at this point that this system is worse than ME3's is at best wildly premature since we don't have a statistically significant amount of drops and at worst completely blind to ME3's shortcomings--especially ME3's shortcomings at release. If people wind up averaging 1600 hours to get end-game geared, I'll agree with you. But considering I've got everything but 1h and shield fully geared at about 15 hours and most of my friends are on track for that, I'm guessing I won't agree.

#30
Sir Jessku

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Shinny, I agree with you. Way too early to tell. But the fact that a cash shop exists tells me it must be a long tedious journey, similar to me3. Otherwise the cash shop couldn't generate the revenue.

#31
YoJayWatsUrName

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Yea ME3s system wasnt the best from the start but patches later it became good.  Don't you think this game should pick up where the progress of that game left off?



#32
YoJayWatsUrName

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you know pick up from the ladder, not start over



#33
YoJayWatsUrName

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.



#34
Naitaka

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Why not make it more like ME3MP's system? Every time you get a duplicate item, it'd raise its item level by 1 until it hits level 23. That way even people who are extremely unlucky would have access to high ilvl items to make playing in Threatening and Perilous not an exercise in frustration.



#35
Ryumanjisen

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ME3MP didn't gate higher difficulties so hard.  A competent player with any of the starter weapons maxed out, a willingness to use consumables, and an appropriate build (with any of the classes, including the starters) would be just fine in gold difficulty.  In DAMP, you must have high-level gear to move up.  The difference is that it's possible you will never get good enough gear to excel in DAMP.  There needs to be some solution. 

 

 

 

I think you hit the nail on the head with this. Player's ability, albeit important, it's a secondary factor in DAMP. I wiped every single time I tried threatening until I got a level 16 blue bow... and it wasn't so threatening anymore.

In ME3MP you could, if you were skilled enough, solo platinum with a level 1 adept armed with a Phaeston and with Shockwave as his only power. Here, I'm afraid that's impossible.


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