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  1. #121
    Senior Member b4l00n's Avatar
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    Quote Originally Posted by Major Nelson View Post
    Post your ideas so i can add them guys i wil try to get these seen so the devs can pick out what the like
    First of that thing when after being killed by other player they would take your loot definitely a no no!
    Another thing is with weapon lvl I would suggest to weapons be scaled to map areas. What I mean by that is that for example Mount Tam would be weapon lvl up to a 200 EGO or a bit higher, Madera would be next and so on with the rest of the locations. I know there is only 5 locations at the moment and max EGO is 5000 but I would leave San Francisco on level 1000 max bearing in mind that there will be more locations later. If your EGO would be higher then the only way to get better loot would be Arkfalls coop and faction vendors which would scale to player level.
    Also It would be great if after deafeating boss in coop there would be a loot table ALWAYS with guaranteed loot cos right now sometimes there is no reward whatsoever from the last boss.
    Just to add arkfall loots and coop boss loot could be soulbound (WoW term) to the player in other words untradable.

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  2. #122
    Member Major Nelson's Avatar
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    like your profile picture and yes coop does need loot tables for blue or higher items
    GT: TMG Sebastian Now it is: Master Sergeant

    Please be sure to check out my Features/bugs/idea suggestion thread i really want the devs to see it, it will make this game EXPLODE, share input too. http://forums.defiance.com/showthread.php?10888
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  3. #123
    Senior Member ironhands's Avatar
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    item scaling trivializes original content for future expansion and destabilizes any balance for new players. 2 years from, a new player would either have to be issued standard weapons of a much higher quality to deal with high ranking players in PvP or compete in arkfall events, or, you force them wait to be able reach a much higher EGO in areas where the population may be limited. the current item scaling method slows the power creep to allow new players to still remain competitive and rewards the skill of the player, rather than the time they've had an active subscription.

    What's wrong with 4 people in team? why would 6 or 8 be any better?

    why add crafting or an auctionhall at all? this is a shooter, not WoW.

    It really sounds like you just want this to be a WoW clone with shooting.
    Your Challenger won't drive? You're probably in the passenger seat.
    Can't sell/delete an item? Check all of your loadouts, it's likely still equipped.
    Auction house? Why? It'll just render bits purchased lock boxes pointless, and weapons are mostly equal anyway.
    Gear/enemy progression? No thanks, it'll only render 90% of the content trivial when you reach the highest zone.

  4. #124
    Member Major Nelson's Avatar
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    Quote Originally Posted by ironhands View Post
    item scaling trivializes original content for future expansion and destabilizes any balance for new players. 2 years from, a new player would either have to be issued standard weapons of a much higher quality to deal with high ranking players in PvP or compete in arkfall events, or, you force them wait to be able reach a much higher EGO in areas where the population may be limited. the current item scaling method slows the power creep to allow new players to still remain competitive and rewards the skill of the player, rather than the time they've had an active subscription.

    What's wrong with 4 people in team? why would 6 or 8 be any better?

    why add crafting or an auctionhall at all? this is a shooter, not WoW.

    It really sounds like you just want this to be a WoW clone with shooting.
    ok we need more than 4 becuase i have had a xbox live party of more than 4 (like 6) and then there is people that are left out (not fun)
    also crafting would be something else to do and an action house would create more of a social aspect in the game
    GT: TMG Sebastian Now it is: Master Sergeant

    Please be sure to check out my Features/bugs/idea suggestion thread i really want the devs to see it, it will make this game EXPLODE, share input too. http://forums.defiance.com/showthread.php?10888
    EGO RATING:[2600]

  5. #125
    Senior Member ironhands's Avatar
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    Quote Originally Posted by Major Nelson View Post
    ok we need more than 4 becuase i have had a xbox live party of more than 4 (like 6) and then there is people that are left out (not fun)
    also crafting would be something else to do and an action house would create more of a social aspect in the game
    what if I had an xbox party of 7 then? You can't base "we" need because "you" need.

    4 players in co-op as it stands is fine, it's how it was designed. expanding the size to 6 or 8 would require the entire level design to be overhauled and scaled accordingly, which, there isn't really a need to do. 4 player co-op is also pretty standard.

    a better route, would be to design raid events for larger groups, from the ground up, upwards of 12 people.

    crafting and an AH wouldn't really create more social atmosphere, since most AH's are just a shop anyway, we don't actively engage in anything with the people selling items. An AH can destabilize the economy, and requires a lot of maintenance. It also creates a demand for real money to scrip market, and eliminates any satisfaction from finding or earning a difficult/good weapon.
    Your Challenger won't drive? You're probably in the passenger seat.
    Can't sell/delete an item? Check all of your loadouts, it's likely still equipped.
    Auction house? Why? It'll just render bits purchased lock boxes pointless, and weapons are mostly equal anyway.
    Gear/enemy progression? No thanks, it'll only render 90% of the content trivial when you reach the highest zone.

  6. #126
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    Quote Originally Posted by ironhands View Post
    item scaling trivializes original content for future expansion and destabilizes any balance for new players. 2 years from, a new player would either have to be issued standard weapons of a much higher quality to deal with high ranking players in PvP or compete in arkfall events, or, you force them wait to be able reach a much higher EGO in areas where the population may be limited. the current item scaling method slows the power creep to allow new players to still remain competitive and rewards the skill of the player, rather than the time they've had an active subscription.

    What's wrong with 4 people in team? why would 6 or 8 be any better?

    why add crafting or an auctionhall at all? this is a shooter, not WoW.

    It really sounds like you just want this to be a WoW clone with shooting.
    First off, the whole problem with PvP being unbalanced and arkfall events being to hard for new players, would be solved by separating PvE from PvP. This will make it balanced and allow for progression in loot in PvE. Arkfall Events, could be split into easier ones and harder ones.

    4 people in a team is fine, but 6 or 8 man teams would be great too.

    This is a shooter and not WoW. It will never be, but WoW is not a bad game (no fan though). WoW did alot of things right, hell they are still the biggest MMO. And to use WoW as a bad example doesnt make sense. To strive for the good things from WoW though, that makes sense, as it is proven that WoW is a really good game, and it has survived for so long. So an actionhouse and crafting wouldnt hurt the game or you. Its optional, you dont HAVE to use the actionhouse, and you dont HAVE to craft. Loot progression rewards the player for doing stuff compared to how it is now. You dont get better. EVER. And this, kills the meaning to keep playing.

  7. #127
    Member Major Nelson's Avatar
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    Quote Originally Posted by ironhands View Post
    what if I had an xbox party of 7 then? You can't base "we" need because "you" need.

    4 players in co-op as it stands is fine, it's how it was designed. expanding the size to 6 or 8 would require the entire level design to be overhauled and scaled accordingly, which, there isn't really a need to do. 4 player co-op is also pretty standard.

    a better route, would be to design raid events for larger groups, from the ground up, upwards of 12 people.

    crafting and an AH wouldn't really create more social atmosphere, since most AH's are just a shop anyway, we don't actively engage in anything with the people selling items. An AH can destabilize the economy, and requires a lot of maintenance. It also creates a demand for real money to scrip market, and eliminates any satisfaction from finding or earning a difficult/good weapon.
    im mostly talking about pve
    GT: TMG Sebastian Now it is: Master Sergeant

    Please be sure to check out my Features/bugs/idea suggestion thread i really want the devs to see it, it will make this game EXPLODE, share input too. http://forums.defiance.com/showthread.php?10888
    EGO RATING:[2600]

  8. #128
    Member Major Nelson's Avatar
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    Quote Originally Posted by ndamm View Post
    first off, the whole problem with pvp being unbalanced and arkfall events being to hard for new players, would be solved by separating pve from pvp. This will make it balanced and allow for progression in loot in pve. Arkfall events, could be split into easier ones and harder ones.

    4 people in a team is fine, but 6 or 8 man teams would be great too.

    This is a shooter and not wow. It will never be, but wow is not a bad game (no fan though). Wow did alot of things right, hell they are still the biggest mmo. And to use wow as a bad example doesnt make sense. To strive for the good things from wow though, that makes sense, as it is proven that wow is a really good game, and it has survived for so long. So an actionhouse and crafting wouldnt hurt the game or you. Its optional, you dont have to use the actionhouse, and you dont have to craft. Loot progression rewards the player for doing stuff compared to how it is now. You dont get better. Ever. And this, kills the meaning to keep playing.
    ...best post ever
    GT: TMG Sebastian Now it is: Master Sergeant

    Please be sure to check out my Features/bugs/idea suggestion thread i really want the devs to see it, it will make this game EXPLODE, share input too. http://forums.defiance.com/showthread.php?10888
    EGO RATING:[2600]

  9. #129
    Senior Member ironhands's Avatar
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    Quote Originally Posted by Major Nelson View Post
    im mostly talking about pve
    so am i, where did I mention PvP in that quote?
    Your Challenger won't drive? You're probably in the passenger seat.
    Can't sell/delete an item? Check all of your loadouts, it's likely still equipped.
    Auction house? Why? It'll just render bits purchased lock boxes pointless, and weapons are mostly equal anyway.
    Gear/enemy progression? No thanks, it'll only render 90% of the content trivial when you reach the highest zone.

  10. #130
    Senior Member ironhands's Avatar
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    Quote Originally Posted by ndamm View Post
    First off, the whole problem with PvP being unbalanced and arkfall events being to hard for new players, would be solved by separating PvE from PvP. This will make it balanced and allow for progression in loot in PvE. Arkfall Events, could be split into easier ones and harder ones.

    4 people in a team is fine, but 6 or 8 man teams would be great too.

    This is a shooter and not WoW. It will never be, but WoW is not a bad game (no fan though). WoW did alot of things right, hell they are still the biggest MMO. And to use WoW as a bad example doesnt make sense. To strive for the good things from WoW though, that makes sense, as it is proven that WoW is a really good game, and it has survived for so long. So an actionhouse and crafting wouldnt hurt the game or you. Its optional, you dont HAVE to use the actionhouse, and you dont HAVE to craft. Loot progression rewards the player for doing stuff compared to how it is now. You dont get better. EVER. And this, kills the meaning to keep playing.
    separating PvP from PvE would have no impact on arkfall events, they are already separate....

    When did I use WoW as an example of bad? I never remotely suggested that it was. Just because WoW is a "good game" doesn't mean that everything should strive to replicate it. This isn't WoW, and why should it be? We've been given checkers, why are people trying to make it into Monopoly?

    Having an auction house can, and does, hurt games. It widens that gap between how much in-game currency people have, for the people who use it, and also makes it much easier to get "the best" items. The AH did bad things to D3, because all that mattered when you looted items, was how much you could sell them for to buy what you really wanted in the AH.

    Players who don't use the AH would end up being limited, unless there are top end items that cannot be bought/sold, but even then you create an economy and have to devote resources to maintaining it.

    Loot progression doesn't kill the reason to play, there are many dozens and dozens of games with horizontal progression.
    Your Challenger won't drive? You're probably in the passenger seat.
    Can't sell/delete an item? Check all of your loadouts, it's likely still equipped.
    Auction house? Why? It'll just render bits purchased lock boxes pointless, and weapons are mostly equal anyway.
    Gear/enemy progression? No thanks, it'll only render 90% of the content trivial when you reach the highest zone.

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