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Please DON'T make weapons do more inherent damage with EGO level...but instead...

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  • 05-02-2013, 08:55 AM
    BaiorOfRed
    Quote:

    Originally Posted by RegularX View Post
    Yes, this. 100x this. I'm sooooo tired of people complaining about how they are EGO 1000 and they feel no more powerful than they were when they were EGO 1.

    I feel more powerful this afternoon than I did this morning. That doesn't mean I should be able to raze my way through every single PvP match.

    I know right? Somehow "hardcore mmo gamer" became a person who plays 20 hours a day, does raids every day, and loot grinds their way to total god status and now that's their expectation for every MMO. I will tell you a secret, you can not build a game that will ever satisfy someone who plays that way and attempting to do so will only alienate the rest of us. But give us the right mechanics and we will show those "hardcore mmo" gamers why playing efficiently far outweighs playing more.
  • 05-02-2013, 10:54 AM
    datalore
    are you trying to say that because i can play 8hrs a day i cant be as good as you?
    and that IF you do play for a certain amount of time a day your just a numb nuts that cant play?
    I can say for sure i know how to play and im good at playing and just because i have loads of free time doesnt mean im brain dead
  • 05-02-2013, 02:26 PM
    T3CHN0Shaman
    Oh, god, please give me the aggregated stat data. There are so many hidden and poorly named stats on these weapons my weapon comparison is heuristic at best. (Shooting pows at range to test accuracy/consistancy. Subjective time-to-death of mobs; that sort of thing.)

    I'd also like the entity draw distance and default accuracy of snipers increased so they can be useful, but maybe that's just me.
  • 05-02-2013, 02:47 PM
    T3CHN0Shaman
    Oh, and having read the argument going on now, here's my two cents. All of the things that people describe as being 'good' about MMORPGs' end-game content is actually already present in this game. It's just maybe a little less obvious when it happens. You go through the same events and/or PvP again and again trying to get minor improvements to your equipment in order to make you better at running the events and/or PvP.
    Now, I will agree with anyone who says that they need more content to be on-scale with MMORPGs, but keep in mind that these games had a $60 price tag when released, plus a subscription fee, and have now had (in many cases) a decade or more to add to their content. In my experience this game has as much (or more) content than many similar $60-when-new games with the promise that they will be adding more both through free updates and paid content packs.
    The game could definitely use 'more' of everything and some significant streamlining but I like the gameplay as is and I bridge the gap between 'hardcore' and 'casual'. (I play games with a fair amount of dedication but I play them for fun, not EGO. ...heh.)
  • 05-02-2013, 02:52 PM
    Rimmon
    Quote:

    Originally Posted by T3CHN0Shaman View Post
    Oh, and having read the argument going on now, here's my two cents. All of the things that people describe as being 'good' about MMORPGs' end-game content is actually already present in this game. It's just maybe a little less obvious when it happens. You go through the same events and/or PvP again and again trying to get minor improvements to your equipment in order to make you better at running the events and/or PvP.
    Now, I will agree with anyone who says that they need more content to be on-scale with MMORPGs, but keep in mind that these games had a $60 price tag when released, plus a subscription fee, and have now had (in many cases) a decade or more to add to their content. In my experience this game has as much (or more) content than many similar $60-when-new games with the promise that they will be adding more both through free updates and paid content packs.
    The game could definitely use 'more' of everything and some significant streamlining but I like the gameplay as is and I bridge the gap between 'hardcore' and 'casual'. (I play games with a fair amount of dedication but I play them for fun, not EGO. ...heh.)

    lol have you ever played other mmos because you sound pretty clueless
  • 05-03-2013, 09:38 AM
    Kiserai
    Quote:

    Originally Posted by Rimmon View Post
    lol have you ever played other mmos because you sound pretty clueless

    Then explain what he got wrong so there can be an adult discussion, rather than tossing out a petty insult and expecting anyone with even a shred of civility to think you're anything but a troll.
  • 05-03-2013, 09:28 PM
    EmoPyroNecrosis
    When I read that, the thing about EGO scaling, I was happysad, yes, 1 word, happysad... it's how I felt, I was happy it was considered, but then sad about how easily it could go wrong if done wrong....

    This brings the question "How could a potential game killing element be done right? how could it be done wrong?"

    I'll start by how it could be done wrong, cause that's easy, just read the OP, he's got most down right there. But it's not just the open world... look at games like Dead Island, they have all enemy's scale to you... this presents this problem, if the baddies guns scale to yours, but you have a low EGO shield, just 500 ego rating under yours, what do yo think would happen...? you'd get smoked... not cause YOUR not good enough, but because your shield get's shredded in a shot. then comes the bigger question, "What if I can't afford a new shield?" well, guess your buying bits, or starting a new.

    Now, how can it be done... right
    Let the scaling simply determine what chances you have of getting higher multipliers on your stat boosts. Let EGO rating increase the chance of Ultra Rares, and Rares... let it influence Legendary Drops from Boss Level Monsters. Let it do these, not influence a weapons base statistics...

    Ways they can give to both parties? Make a Perk, a perk hard to get, and requiring high level to unlock and upgrade, all the perk does? Increase the bonus's to weapons given by Mods. This way, higher level people, are given a reason to really take a weapon, and make it theirs with Mods.
  • 05-04-2013, 07:09 PM
    theManinBlack
    Those sound like some pretty good suggestions. I think mods are an exccellent already in game tool for increasing progression. A couple of reasons.
    1 )many people seem upset about so many reskinned guns however all the mods alter appearance so their very well could be lots of looks. Having lvl 4-5 and higher mods with higher stats or maybe increase to drops. Possibly coloring them purple and orange because, who doesn't like seeing those colors :)
    2)allow for more opportunities to balance other types of weapons in the same class. For example the nano fragger, FRC saw and a few other weapons of classes are just better than the others. A mod that doubles the damage of the final round of the 5 round burst LMG or some other crazy augmentations that make weapons unique.
    I for one will be happy when my guns are at 20 and I can focus on my mods finally without knowing its just salvage.
  • 05-04-2013, 09:29 PM
    That_MF_Wolf
    [QUOTE=@SuperBean So say we both work in this office both do the same job but you work 12hrs a day get paid $150 i work 2 hours get paid $150 thats fine because I'm just a casual worker and see no reason why you should get more than me JUST because you put more hours in?[/QUOTE]

    You are so wrong. let me tell you why. the game is fine as it is. i will use what you say to show you why.

    Two people working in a office need to fix x number of computers to make $150 a day.

    Person one taken 12 hours to fixed them (unskilled) while person two taken 2 hours to fix them (skilled). so them mean that a 5000 ego player can still be own by a 50 ego because the 50 ego have more skill then the 5000. If you don't like that then go back to WOW. i love the game the way it is. This is a skill base game and that the way it needed to stay.
  • 05-05-2013, 02:25 AM
    Riz
    I actually like the fact that im able to play with ppl that just bought the game and are lower levelled, or are actually putting in more hours then me and are higher levelled. My biggest frustation with Borderlands 2 was that me and my friend bought the game at the same time, same day and started playing together. He is unemployed and i have a job that takes 10 hours a day from me, 4 days a week. You see what happens? First weekend playing was totally fine, we were 1 level apart from each other. Monday i went to work, came back and found him 5 levels up. Still playable that night, but i felt 'kinda' useless and underpowered in those levels. By wednesday i decided to group with random ppl from the lobby, those 15 levels he outranked me made my contribution in my own game pointless.

    Defiance doesnt make that mistake. A friend with more time to play will not make you useless in a co-op. You still have the same shieldcapacity, same weapons, same grenades. Only a few, logical, things that makes him slightly stronger then me. His playtime gives him more chance to find better loot, since we both have good stuff already it just means he's richer then me in scrip and salvage from selling/demolishing his items. Which is fine. Also he's higher ranked in EGO, that gives him more choices in the perks he can equip. I believe right now he can equip 1 perk more per loadout then me, no biggie. He has a lot more perks to choose from, but can only equip so much. Cool! And of course weaponskills. I'm level 13 on my SMG-skill, he likes Assault Rifles and is level 18 on that. So he suffers a lil less recoil, a lil more damage etc etc. Also fine! Please Trion, do not change this! You'll only make ppl play with other ppl that they HAVE to play with instead ppl that they like and WANT to play with. And that makes a huge difference, if you want to play with ppl the game will life so much longer! I dont need bigger number per shot, certainly not if that means the enemies scale up as well. As someone here already mentioned, it doesnt make a difference in gameplay if you shoot 10 bullets worth a 100 damage to kill a mutant with 1k health or you have guns with 1k damage per shot and enemies with 10k health. The idea, time to kill and gameplay remains the same, except for the fact youre going to tear groups apart.
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