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  1. #21
    Member Aspect's Avatar
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    Gamers always want something different until they get it.

    This is how it is. It was by design. It doesn't need "fixing" just because it doesn't fit your preconceived notion of how things are "supposed" to be. Different games, different systems.

  2. #22
    Member Archangel's Avatar
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    Quote Originally Posted by Archellion View Post
    [*]Incentive to try new weapons should be built into the weapon stats. - If you really want to encourage someone to try different ARs, give them significant and fun differences. Fortunately, Defiance has a lot of different stats to play around with and it's pretty easy to get players to trade their Fire nano AR for a burst-fire Radiation one for a little while, before ultimately deciding on a full-auto Siphon. These differences completely negate the need to limit the lifespan of a specific gun.


    If they just increased the stats for incentive then the ego 5000 weapons would be WAY to OP and balance within the game would become a problem.

    That is what people are missing here when you factor all the "Why is the weapon system this way?"

    To balance the game so a Ego of 20 can run in a co-op with an Ego of 4000 and not be a dead weight. All previous RPG's or MMO's have those weapon progressions but then it creates segragation.

    In borderlands if you were farming any of the invincible's and a level 10 came in with his level 10 items you would kick them.

    Defiance doesn't want to seperate the players. They want us all to be able to play with each other at all levels of this game.

    So the benefit to swapping out these weapons is to boost your skills and better yourself.

    If they just bumped up the stats pvp would be unbalanced and im not about creating a pvp system that matches ego's to egos because game times would eventually take forever depending on who is logged in and who is not.
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  3. #23
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    Quote Originally Posted by Xanquil View Post
    You do realize that when you max a weapon's exp that weapon unlocks a hidden ability. That an the weapons you think have good abilitys now will look like crap in a few hundred ego.

    Let me put things into perspective for you most games have a level range of 1-50, for defiance every 100 ego is like a level, don't expect to keep useing the same weapon at level 10 that you did at level 2.

    Just use whatever weapon you like untill you max it's exp than scrap it, you'll find a better one. If the weapon you have realy is the "perfect one" than just hold on to it untill your skill becomes 20, but I bet you end up scraping it for a better one.
    Gotta say that EMC XAR-22 or whatever that Nolan gives you for this set of episode missions is pretty much the best AR i've seen despite it's fairly base statistics in damage. Still it has all 4 mod slots, 0 ego level requirement and I think it can be traded as well, when maxed it does a bonus 10% damage from attacking an enemy from behind and 15% grenade recharge on kill makes this the assaulter's dream gun. It also seems idk, more stable with just a hair less bloom than a regular VBI Assault Rifle too. Plus the proprietary design is sexy with the extended muzzle shroud and adjusted stock. It's just such a good gun it's worth it to start all the new characters i'm even REMOTELY interested in playing now to get a copy for each character since it only takes at most a half hour to an hour to get once the episode missions open up. I bring this all up because yeah... I love my AR's and this has got to be the king AR i've found so far. I'll take it over the janky looking FCR Heavy Assault Carbine even though it does half the damage base any day.
    XBox Gamertag: NAPALM SUNRlSE (that "i" is actually a lowercase L, some *** has the actual name already and not even on XBOX, probably as a MSN LIVE id)

    Character: Kayden Stryke; Human Female Outlaw; EGO: 387; Most Common Role: DPS and Mob Aggro Bait

    Clan: Chaos Undivided (Leader: Ka0sP3nguin)

  4. #24
    whats the point in spending the time modding a weapon you like, customizing it and making it your own if it becomes useless once its xp maxes out.. if you want to constantly use different guns than go for it, but don't force me to do it as well. id rather constantly upgrade the gun i like. and if i find a better one than ill switch to it. whats the point in working for orange guns? they become useless once they're maxed out.. i don't agree with this system at all. personally. and if they took away the whole weapon xp cap altogether it wouldn't hurt anyone. would you really be upset because i wasn't constantly changing guns? you can still try new guns as much as you want.

  5. #25
    Quote Originally Posted by Babbz View Post
    whats the point in spending the time modding a weapon you like, customizing it and making it your own if it becomes useless once its xp maxes out.. if you want to constantly use different guns than go for it, but don't force me to do it as well. id rather constantly upgrade the gun i like. and if i find a better one than ill switch to it. whats the point in working for orange guns? they become useless once they're maxed out.. i don't agree with this system at all. personally. and if they took away the whole weapon xp cap altogether it wouldn't hurt anyone. would you really be upset because i wasn't constantly changing guns? you can still try new guns as much as you want.
    Finally someone gets it! We want the freedom to use the weapons and play styles we want and not be forced into something we don't want. Exactly, if they take away maxing out XP on weapons it doesn't hurt anyone!

  6. #26
    Senior Member Archellion's Avatar
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    Quote Originally Posted by Archangel View Post
    If they just increased the stats for incentive then the ego 5000 weapons would be WAY to OP and balance within the game would become a problem.
    I didn't say anything about increasing stats. I said make them different. Which, of course, is done already. Also, since there isn't a significant difference in raw power between an EGO 10 weapon and an EGO 500 weapon, there's absolutely no reason to force someone to stop using the EGO 10 weapon if they like its flavor. There's no reason to force someone to shelve their favorite weapon for a few days or weeks and keep an inventory full of crap they're just going to throw away so that they can level that class.

    I mean, it'd be like playing Defiance for a couple of days and then having to shelve it to play Super Mario Brothers & Hello Kitty Adventure Island for a couple of weeks before you could come back and play Defiance again. Who would want that?

  7. #27
    a Maxed Leveled weapon would only be useful in PvP. If you run coop/Arkfall and PvP then use a crap weapon to level your skills but return to the maxed level weapon for PvP. It's about the best suggestion I can think of.

  8. #28
    Quote Originally Posted by jetah View Post
    a Maxed Leveled weapon would only be useful in PvP. If you run coop/Arkfall and PvP then use a crap weapon to level your skills but return to the maxed level weapon for PvP. It's about the best suggestion I can think of.
    Exactly! We don't need a system in place to tell or to try different weapons.

  9. #29
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    I feel that they went out of their way to dumb the game down and make it "accessible to anyone," which is a design choice that attempts to satisfy everyone, which instead leaves us mildly disappointed.

    Look back to the alpha testing phase of Defiance. The stats of an item were directly related to the EGO rating of that item.

    When the system was altered to it's current state, I felt the changes were not fully thought out. Now the progression is minimal and, honestly, a bit underwhelming.

    "Perks" in the game don't give you anything new or fun to play with, they just enhance your already-existing abilities. This was a problem to begin with, but it was acceptable because, again, higher EGO meant better items to play with. More "punch" to your boomstick. But nope. Instead, we have a max EGO rating of 5000 and nothing is new from square one to square 5000.

    Now I can hardly tell what blue/purple/orange means. I thought it was an indicator for the number of mod slots-but since you can completely mod any weapon of your choosing to the fullest capacity now, that clearly isn't the case.

  10. #30
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    Salvage matrix option to un-exp weapon. Was told this would eventually make it in game but I guess big wigs up top put down their foot and said HELL NO. Why? Because havin to buy extra inventory to store trainer weapons is the plan.

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