Seriously, what am I missing here. I'm over 1700 and I still have 3 perk slots locked. Is this a future update everyones complaining about?
Seriously, what am I missing here. I'm over 1700 and I still have 3 perk slots locked. Is this a future update everyones complaining about?
We call it the theory of relativity.
1) Number of perks, 3300 player = 1000 player
2) Salvage gain rate per hour, 3300 player = 1000 player
3) Salvage needed to add weapon slot, 3300 player > 1000 player
4) Number of people willing to trade for your items, 3300 < 1000 player
5) Potentially better weapons, 3300 players >= 1000 players
Is (5) enough to offset (3) and (4) to be worth 2300 levels of grinding? Given how lockboxes are, doubtful.
US NA PC - Lucifer <You will be Assimilated> - EGO 5000
Aha, thanks for the reply. I guess for me it doesn't matter much because I just play and don't really worry about what anyone else has or gets as long as I'm having fun. I understand many people are more competitive than me so I can see how it might be an issue.
There is no perf layouts. The good ones are pretty much the same, like with pvp. There is a few, ask or check google. You can unlock perks in the order you need to get the good
Ones.
There is no benefit from this change, except for new players.
They get to be on same playing field as vets.
This is a game and ppl want to win at it.
If they didn't all these weapon nerfs wouldn't be going on, ppl would respect the fact you put
In the time to get to where you are,
Anything positive said about this or the weapon nerfs is ppl just reaching or either your one of the ppl crying about the weapon or power of a ego 4000 player.
Even tho it don't matter much, especially now.
I can see that. I see that you say that there is no benefit from the change but to new players, but who exactly then does it hurt?
I understand that it is really frustrating to work very hard for something that someone else gets much more easily, you feel that because you put in a lot of time, energy, and effort that you *deserve* to be better than the other person. For example, if I put in 50 hours a week to studying for an exam, I *deserve* that A much more than some other guy that just relistens to lecture right before the exam and still somehow manages to get an A* in it.
Actually it isn't just because the high level players are jealous. It is also for the new player's own good.
Let's say if you do homework (grind ego levels) we will give you sweets (perk slots). Trion is the bad uncle who just give you all the sweets upfront. Well that is nice, getting the sweets upfront, but after you finished them, do you really still feel like doing homework?
Humans are highly adaptable creatures, in that they adapt to having the sweet 9 perk slots immediately on reaching 1000 ego. So having 9 perk slots is no longer an earned privilege, but a right. And soon they will be facing a bleak future of actually not getting goodies for leveling up but getting the problems. (Higher salvage cost, lower market potential)
Mathematically and logically, this change helps newbies. But in actual practise, it will harm them. This is a game which many players have already complained that there is "no progression". This change just made it "negative progression".
US NA PC - Lucifer <You will be Assimilated> - EGO 5000
5 NEVER offsets 3 and 4.
If the weapons at higher levels were truly better then the ones at lower levels and if the lock box drop rates were better then they would probably offset. The weapons are not that much different. In fact level 1600 weapons are better then level 3000 ones because they have 3-4 mod slots unlocked,4 slot synergies, and they are easier to sell/trade/Mod.
Also Boxes drop rates have been adjusted since the last patch. (Or I am going through a record dry spell)
It all adds up to the fact that lower level players have the resource advantage over higher level players. I could really care less about the perk slots if that was the only factor, but this is just the final straw that shifts any advantage from being higher level.
It's straight up BS and I hope Trion rethinks this one or finds a way to reward the upper levels.
Hrm... I can see that. People will stay longer involve in a project that they feel that they are invested in, so it is the challenge for any person in charge to design a system that is challenging for long enough to have people hooked in. If you started off the game with a weapon that would kill any monster that you looked at and had the fastest car, best weapons, etc. right from the beginning of the game, you would be bored of the game no matter how much fun it would be slaying thousands of things instantly. There's the idea of eudemonia and flow that are important, there needs to have some meaning to push you forward (I want to be the best, I'm going to try to help a new player, I'm going to help the guild) or have a challenge (I can't climb this tower? Don't tell me what I can't do!).
That said, I guess what level do you think the investment should be? Should it really be until 4000 EGO? So a casual person would probably take a few months, a hardcore person about three weeks, a moderate person, probably a month and a half? Is that the point which a person is invested enough to keep on playing and thus we should reward them? I have been playing for a week and am at 1000 ELO and I don't think I'm far enough in the game and I don't think I can maximize my perks efficiently. I'm new, so I can't say, but the whole "doubling" to making it 2000 or what not seems fair and balanced, maybe even 2500 or 3000 though I will have to really pay attention to how quickly I am gaining my EGO units, but yeah.
Sorry, that was a weird paragraph o_o.