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  1. #221
    Member Overtkill21's Avatar
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    Quote Originally Posted by Krazy Karen View Post
    That's my big worry!

    I spent like a looong time getting guns with that stat!!
    That is the real question Karen; as my experience has shown that it is likely they haven't even thought about how their ridiculous proposed grenade change will influence the Grenadier synergy and Grenade based rolls.

    Likely, they'll just wait for their change to break the rolls and synergy and for us to post a thread to which we receive no answer because they create a much larger problem with game stability with all these new grenade drops.

    Dejavu like this is ridiculous...
    LF: Respark Energizer ARK, 7th Legion Gashima Unity Synergy, Double DMG & EGO on Reload

  2. #222
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    Quote Originally Posted by Overtkill21 View Post
    So how is this going to change the Grenadier synergy and all weapons with the rolls "15% Grenade on Kill" or "**% Grenade Refresh on Full Reload"?
    from what i understand there is still a grenade cooldown so those will still be useful

  3. #223
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    Quote Originally Posted by TrickDempsey View Post
    So, I have a longer discussion incoming, but I figure this clarification is important:

    When a stack of grenades, or any consumable, is reduced to zero, that stack remains in your inventory unless it is salvaged or sold. You may visit most vendors to get that stack refilled.

    Additionally, enemies will drop spikes, stims, and grenades with greater frequency based on the stacks in your inventory. So, keeping your orange grenades will still be important.
    This is good news. Thanks for the reply, Trick. I also want to thank Scott Hartsman, the CEO, for the fast reply and nice email that he sent me. We all have additional questions which I am sure more info will come, but it is nice to have confirmation on the basics of this new concept. I was surprised that a simple question could result in a possible ban but am happy that both Trick and Scott came through for us. I also apologize to the numerous others who have received infractions and warnings from posting in this topic. My intention was only to ask a question and discuss this topic among fellow gamers.

  4. #224
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    Quote Originally Posted by dude26212 View Post
    from what i understand there is still a grenade cooldown so those will still be useful
    umm but it like, COMPLETLY changes it!!

    That stat was SOO good cuz you like ALWAYS had grenades!!! I LOOOVED that stat!!!


    Now, if a grenade recharges in 15 sec, I probably wont even CARE if I charge it like 15% now....whats that an extra .3 sec for an item I only have 3 of anyway?


    I loooooove you Trion, you guys made like, the most fun game in a LOOONG time, but like PLZZZ don't break my grenades stats!!


  5. #225
    Senior Member Lindrei's Avatar
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    Quote Originally Posted by Overtkill21 View Post
    So how is this going to change the Grenadier synergy and all weapons with the rolls "15% Grenade on Kill" or "**% Grenade Refresh on Full Reload"?
    To me the most logical change for this would be for it to read: 15% chance to generate 1 grenade on kill. Possibly change it to 10% though.
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  6. #226
    Member Iceberg's Avatar
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    21 pages to finally get an answer, wow.
    http://forums.defiance.com/image.php?type=sigpic&userid=6099394&dateline=1366  511466
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  7. #227
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    Quote Originally Posted by Lindrei View Post
    To me the most logical change for this would be for it to read: 15% chance to generate 1 grenade on kill. Possibly change it to 10% though.
    Hmm not sure if I love that or hate it babe lol~!

    cool idea anyway

  8. #228
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    Quote Originally Posted by Iceberg View Post
    21 pages to finally get an answer, wow.
    That's not true!!!


    Didnt they reply on like page 7 or 8???

  9. #229
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    Quote Originally Posted by Iceberg View Post
    21 pages to finally get an answer, wow.
    Glad I'm not the only one that noticed.

  10. #230
    Hi folks!

    One quick clarification, grenade stacks which reach zero will remain in your inventory. You can go to most vendors and refill those stacks for a fee.

    Now, for a peek behind the curtain!

    When we changed the grenades to being consumable, we did so to address a variety of issues.

    Grenade Identity
    The variety of the grenades in game lacked identity. Due to the four axis variability of each grenade mod, many of the rarer mods were not an actual improvement over the lower rarity mods. The only axis which provided significant benefit to our players was damage. (And duration for flashbang, pyro, and bio grenades.) This created a deeply negative experience for players when looting higher-tier grenades, and generally cluttered and already cumbersome inventory. By focusing on grenade identity, we are able to guarantee that each type of grenade is distinct and each rarity an improvement.
    Risk-reward
    Grenades had a serious risk-reward imbalance in a variety of common situations. With a fast-fire grenade thrown from a third-person perspective, misses were common and the long cooldown on grenades made this incredibly punishing. As such, grenades become something which lacked real strategic choice. Even with all the cooldown reduction synergies and bonuses, grenades could not be relied upon as a problem solving tool. Ideally, players should be able to make significant strategic decisions prior to a fight to enable themselves to play in the style they most enjoy. The original execution of grenades did not feed this dynamic.
    Economic Issues
    Ark hunters are the elite scavengers and warriors of the New Frontier. They are equal parts treasure hunter, bounty hunter, and monster hunter, and an infinite supply of high explosives really stretched this fiction and prevented a players from making significant economic decisions. An intended mechanic which never played out was that players should be making a significant decision between selling their loot and scrapping it. However, there was no viable economic sink for scrip, and this removed a significant choice from players. The answer was always to break down loot for salvage to get ark keys.

    This robbed players of choice and the ability to own their decisions.

    The consumables (grenades, spikes, and stims) provide an economic pressure with significant gameplay implications. They allow players to convert scrip into significant short-term power increases. Now the scrip vs salvage decision has teeth.
    Now, for clarification on some issues. “Grenade ammo” is not a thing. When a person picks up an uncommon frag grenade loot, they will get a stack of 3 uncommon frag grenades added to their inventory. If they pick up an Orange bio grenade drop, they will get three orange bio grenades added. “Smart Loot” ensures that players will primarily see drops of things they already have of the same rarity they have or lower. Essentially, players who don’t want to spend money to refill grenade stacks will rely on the luck of the drops to refill the grenades that they have in their inventory.

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