Hello,

I initially posted this as a response, but have a fear that like many it was buried in "response land." So I am reposting this once and only once to see if it can get the attention it needs for dev. consideration.

I don't want to break the forum rules of bumping, but at the same time think it's worthy of its own header.

With this in mind, I give you what I feel is a very much needed revamp idea for the weapons system of this game.


I plan an entire series of proposed game improvements, as well as tutorials on how to better maximize connections to help prevent drops (but more on that later.)

I have thought long and hard on this, and I feel the game needs to reward players for their time and effort with appropriate rewards.

How many times have we popped that orange weapon to get a "3% self revive on revive other player", or worse yet "2% damage from behind."

Legendary weapons are supposed to be just that.

LEGENDARY!

However, in a real post apocalyptic world, how would that become the case? Through use of course.

With this in mind I propose the following:

White weapons drop with no bonus and no skill.

When you use the weapon, a bonus is applied. If the weapon is unmodded, resetting the mastery allows a new bonus to be earned, however modding the weapon locks its current bonus.

At this point, the weapon can be reskilled and an additional bonus earned, which will then change the weapons color.

Each time this is done, the cost of the ark salvage needed goes up, with a reskill for a legendary conversion being as high as 200-500K in salvage. i.e 500 for the initial conversion and say 200 for the reskill.


It may also be practical to implement a partial lockbox key payment into the mix as well, as we are adding "new technology" to the weapon which from a story standpoint, would be coming from ...an arkfall of course.

The higher the weapon class the longer the weapon would take to skill as well.

(I didn't say it would be cheap, just that it should be possible)

If you want to re-roll a post color stat, then the mods can be removed and only the most recent stat will be rerolled.

This way, there finally will be a practical use for those silly green mods.

(Which btw Dev's, those should never, ever appear as vendor specials unless they are actually a lower price as we can just go buy them at will at this stage. Again, more on that later.)

To make it more interesting, single mod removal should be allowed and implemented as well, to further promote temporary sale and use of green mods, or unsyn mods to be replaced as they are found (but this is a subject for a later topic.) Mod retrieval would still destroy the weapon however.

This will allow players to grind and grind to get the legendary they REALLY want without flooding the system with oranges that no one's afraid to break down or sell.

If a player is working on a weapon, then they would feel freer to break down or sell that useless orange (that happens to have a dead synergy or bad rolls...again another topic in the series) to work toward the one they REALLY want, freeing the pool for a newer low ego player to get that pull.

As a final note, we need to be able to mod shields and grenades and charge swords as well in order to do things like: lower det time, or add fire resistance. Sword mods should add nano effects to the weapon and in time could even include a nifty graphic. Before those of you who see an easy out jump to agree, understand that I do not suggest this be cheap by any means.
(maybe 500k salvage and 200K scrip.)

This would allow us to build those items that we truly want over time and remove the whole silly "slot machine" factor from the game.

The reason I am suggesting this, is that I have a plethora of legendary weapons, but "my go" to is a blue FRC just for the simple fact that it has a 25% crit roll, reloads in the blink of an eye, and quite frankly kills faster. Before they nerfed it, my "go to" was a little blue Saw with a crit and grenade refresh roll. I saw a series of other legendary saws and could out-kill with it as well.
Truth is, most of my legendarys are trade bait, and completely broken with 1-2 bad rolls or synergies each.


This just shouldn't have been the case, and players are going to keep leaving the game when they grind for days on end and have nothing to show for it.


-Xzelian