so after watching that, dlc 2 all i have to look forward to arkfalls that i can create myself with friends, ? GIVE US NEW CO-OP MAPS DEATHMATCH 'REAL' STORY MISSIONS
so after watching that, dlc 2 all i have to look forward to arkfalls that i can create myself with friends, ? GIVE US NEW CO-OP MAPS DEATHMATCH 'REAL' STORY MISSIONS
Alright here's my 2 cents...
Ok there was/is a problem with the stat progression. I'm a little confused as to why this would clutter inventory. Unless the new grenade mod system won't take up inventory slots. Not sure what this is hinting at...
I get it. But what happens to synergies that decrease grenade cooldown? Are these numbers changing? Maybe change cooldown % to % chance of earning a grenade? If grenades are gonna be consumable then why even have a cooldown? If I wanna spam my grenades to "problem solve" then why not let me? If the max amount able to carry is gonna be 3 (or is it?) then why am I restricted by a cooldown? I know I'll run out. I know how to manage ammo (Oh wait, it's not ammo, it's something else...). I also know I'll run out. Let me choose to do so if this consumable grenade change is set in stone.
This actually makes since. Scrip has been on the back burner for many moons. Now its viable to want scrip. However, the payout from EVERYTHING in general sucks.
In one of the first episodic missions, Varus offers Nolan and Arisa s90,000 (EACH). I get 500 jekking scrip for doing the whole jekking Motherlode? Wtf? Dark Matter runs around in top-of-the-line shtako constantly and you're gonna tell me that those Monitors only carry 5 scrip total? The in-game NPCs wouldn't survive on the amount of scrip they carry for the prices that we have in the vendors.
If everything is gonna be a scrip vs salvage decision, then where are the big money events? I know how to get salvage, show me a viable place to get paid (fairly) for the work I put in.
This went downhill the very second I read Uncommon. Is this a: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.
And is 3 gonna be the max amount of nades allowed or am I gonna have to purposely leave a nade drop on the ground in case I need it later?
- "You get more nades depending on the rarity" thing?
- "If you got a purp and that drop ain't purp, you ain't got shtako" thing?
- "You need the same rarity and type of nade to replenish but if you pic up a lower rarity nade 'stack' you now have the latter" thing?
I was going to write a long post to express my feedback, but other people have already said pretty much what I wanted to say. So instead I'm going to leave it at two short points:
- A move away from cooldowns to consumables saddens me, and goes against what many modern games (that don't aim to be as realistic as possible) have been doing. I'm usually not one to complain about changes before I can actually experience them, but I'm almost certain I'm not going to like this one. I don't like consumables, I find them much less interesting to use tactically (grenade and spike spam, woo...) and they make you miss out on a whole range of possible cooldown-reduction mechanisms and builds centered around them.
- From the explanation we've had, the planned change goes against Occam's razor. The current grenade system may have some flaws (though I don't really understand the arguments about grenade identity, and feel like the risk-reward balance is perfectly fine, especially when using 24s grenades with refresh-reduction perks / bonuses), but it's simple and fairly efficient. The proposed changes sound complicated and confusing in many ways (balance problems in PvE and PvP, performance issues with too many items on the ground, confusing players who may have trouble deciding whether they should pick up the grenades or not, inventory management issues...)
So yeah, I'm personally unconvinced, at least for now.
And uh, if you really want to make scrip useful... just add an auction house where you can only pay with scrip, and all complaints about scrip being useless will instantly vanish.
Guide to Weapon Bonus Rolls (partly outdated) | Guide to Weapon Mods | Guide to Scopes and Sights
HP and Regeneration rate tests | Weapon range tests
Want to know which guns are the best? Check out my weapon tables! (partly outdated)
The main point on this issue seems to be this: if you have no good reason for changing some current mechanic that is not geared toward fixing something and seems likely to add to one big thing driving people away, why do it?
Also, this as part of DLC (though I know the idea is that stims and spikes are new content) is just sad. Spikes I can understand as a way to call down arkfalls (where's the story immersion here-we're arkhunters I thought, not ark controllers), but stims? As I've said I've seen this show before. Grenades today, ammo, EGO, and HP tomorrow.
The fact that it seems no one thought about lag, no one thought about Arenas (you know DLC1), no one thought about grenade synergies, bonuses, or shield buffs to grenades and no one thought very hard about grenade refresh rates is sad and ridiculous. But they did think about economic pressures, risk reward, and some vague issue with inventory clutter--which means grenades must move out of our inventory, and leads to questions as to whether they'd still be able to be traded. It also raises questions as to how exactly this will work.
If I have just 5 grenades right now-that are cluttering up my inventory and that I had no choice over and couldn't use to fit into my strategy (things also said as reasons for doing this), then what happens when I pick up those random grenade loot drops (ok seriously, ammo is ammo and grenade loot drops are ammo-but this probably will be put into the category of loot, to try and get us to buy loot boosts-it is ammo).
My example is I have 5 grenades-say, an orange pyro, purple bio, frag, and cluster along with the infector grenade. I don't want to buy spikes or stims or stacks of grenades. I run out of the stack I have on me, but the placeholder remains-so if I buy more stacks at a vendor, I will again have the oj pyro, purple frag, bio, cluster, and I guess the infector as well. What happens to the stacks I get from enemy drops? Say I loot 3 green pyros-where do they go? Are they in my inventory? Once I use them are they totally gone or does a placeholder remain so I could refill them if I want to? And this placeholder (I don't have a good name for it, but this is supposed to help un-clutter our inventories, so I don't know what to call it), can we sell it if we don't have any reason to ever get a lot of green pyros?
Again my fear is this is just the beginning. I've seen this before. There are games that have tried to up the degree of difficulty by limiting the amount of HP regenerating items you can carry-until you get to some place to replenish it. These other games decided to make a lot of things consumables so as to force players to consider paying real money for things, or as a way to force grinding (which people get sick of so they decide to pay real money), or as a way to insert that perceived difficulty, instead of creating real difficulty.
I can understand wanting to find ways to get people to pay real money, for scrip and loot boosts-I just think there are better ways to do it, and it's a losing proposition to change existing things to try and make it happen. I am sure this is why grenade ammo (in a lot of other games you replenish it by going to an ammo box, if you have to replenish it) is being called loot and is not a thing, whatever that means. It will drop more often with loot boosts.
I really do want this question answered but don't think it will be-I know because of so much that happened with DLC 1-but what part of this new (actually old) content will be part of paid DLC and what part is free? Can't say anyone would pay for a new grenade mechanic, stims, spikes, and different arkfalls. Well maybe some would but then does that mean DLC 3 will have even more types of arkfalls and a change to ammo mechanics which will then be called Gun Replenishment Loot because gun ammo is not a thing?
Guide to Weapon Bonus Rolls (partly outdated) | Guide to Weapon Mods | Guide to Scopes and Sights
HP and Regeneration rate tests | Weapon range tests
Want to know which guns are the best? Check out my weapon tables! (partly outdated)
It would be amazing if the devs put half as much thought into this as you have. Your points are bang on, very cogent and constructive post.
I find myself caring less and less about this game as this grenade change looms...from the look of the server population I am not the only one.
LF: Respark Energizer ARK, 7th Legion Gashima Unity Synergy, Double DMG & EGO on Reload
I got an easy solution. Diablo 3.
*No AH nor Bit store.
*Offline mode unlike Defiance.
*Almost (like 90%) BUG FREE!
*Nearly 60 FPS!
*BONUS: The game isn't made by this company.
Sorry I found another game where I can be socialize without the drama this company creates.
I have no idea why they want to make people angry. I could care less on the dlc known changes, I like Defiance as is but if every one of my friends is leaving there is little reason for me to play either regardless what they do to keep me.
PS4 Tea Realmreaver and Realmreaver 360: was Elric-zwo; Kastíthanu nevitso haryo banggos.