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  1. #11
    One potential path to take in order to make certain loot more appealing could be giving some items the ability to give you an additional rank to a perk, setting it at 4/3 instead of 3/3. This would obviously mean some tweaking, and selection of which perks that would fit the bill, but it should be doable without making everything unbalanced.

    Overall it could also be interesting to see purples being made slightly more common from certain activities (as these often come with a bonus such as 15% grenade recharge), whilst making these bonuses more diverse to give us an incentive to either keep looking for just the right weapon, or to build up (mod) multiple weapons we want to carry around for certain builds.

    Having a weapon for example give you a slight movement speed bonus, or some damage mitigation while the EGO ability is active, could give us something to go for without upsetting the balance too much. Obviously it should be done carefully in the first generation to avoid overpowering anything.

  2. #12
    Senior Member UberNinja's Avatar
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    To be honest I lost my reason to play at EGO 1070 within 4 days of the release. Little sad and waiting for some more content. Love the game just nothing edging me on to play on.


    PC - UberNinJa

  3. #13
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    Quote Originally Posted by Sarin View Post
    Must agree.

    Main issue I have is that there seems to be no real point to doing anything. Weapons aren't exactly better and you just grind to get keys to get lockboxes which 90% of the time you just sell it all.... total waste.
    Yeah i'm spending all hard earned keys on mods and got 99% ****, which i sell 5 seconds after. Very frustrating...

  4. #14
    Senior Member Evilution's Avatar
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    Quote Originally Posted by Sdric View Post
    Hi everybody,

    in this topic I'm about to suggest minor changes which in my opinion could lead to major gameplay improvements.
    I won't discuss bugs or similar things, I know they're high priority and there is no need to mention them over and over.


    PvE:

    Road-quests:

    -While removing keys had the intention of making all quests equally desirable it instead frustrates people, especially those with higher ego and makes it seem pointless to do them.
    -> I'ld suggest a flat amount of 1 key per road quest, so you actually feel like it gets you something.
    -> Add a minim damage of ~20.000 damage to trigger (key)-quest rewards in order to avoid drive-by-leaching

    -Some road-quests are extremely easy
    -> I'ld suggest to increase the extra health mobs get for each additional player around


    Co-op mission:
    - To cut a long story short
    ->A clear time scoreboard with monthly/ weekly rewards (maybe one tier4 lockbox)
    ->A choice between several difficulties
    --> A hard mode with increased mob live and damage but a highly increased drop rate
    -> Add loot drops for dungeon bosses

    PvE in general:
    - Drop rates!:
    -> I have killed 26.000 mobs, the drop rate bonus upon headshots was the first perk I skilled. I also had loot-boost equipped for quite a while;
    Not a single orange item has dropped for me so far!
    While I do appreciate low drop rates in order to avoid farming I have to say that the current rate for purple or orange drops is just plain frustrating.

    Instead people farm events now, that's not much better since the problem remains the same but is even more frustrating



    PvE and PvP:

    Modding:

    -Increase the price of mods
    -Allow mods to be re-used without the destruction of the item
    -Allow individual removal of mods

    Reason:
    The game was advertised having a revolutionary modding system where toying around with your weapons would be a huge gameplay element.
    ->The current state is frustrating, you either loose your mod or your weapon
    -->It encourages people to not mod there weapons at all, fearing that they'ld be punished for attaching them.
    -->Mods might be cheap, but since it is luck based if you can re-again it's just plain frustrating to loose one


    That's it for now, I'll eventually add more aspects later on.

    Sincerely

    Sdric
    Good list and agree with most of it, the co-op hard mode, not sure if that would work out with no weapon and shields getting stronger and being same level throughout the game. I'd also add making pvp and pve nerfs and buffs separate as health and shields are different in both content and can have negatives on either side. Fix mod drops and acquisition to coincide with your suggestions and maybe add faction vendors that specialise in mods only.

  5. #15
    --> A hard mode
    Indeed. Co-op hard mode just makes sense. Not really sure why Trion didn't ship with that, unless they didn't want to discourage people with extreme difficulty.

  6. #16
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    Quote Originally Posted by Evilution View Post
    Good list and agree with most of it, the co-op hard mode, not sure if that would work out with no weapon and shields getting stronger and being same level throughout the game. I'd also add making pvp and pve nerfs and buffs separate as health and shields are different in both content and can have negatives on either side. Fix mod drops and acquisition to coincide with your suggestions and maybe add faction vendors that specialise in mods only.
    People would just have to be ... you know ... better

  7. #17
    Senior Member Schwa's Avatar
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    Hard modes would be awesome, but I'd prefer the difference to be that of a T4 lockbox to a T3 lockbox reward-wise.

    You can get the ****ty one for a low chance of something decent, or you can run the hard one (with friends, pugs should be a disaster) for a much better chance of the same decent thing. I absolutely love the horizontal progression idea, though I wouldn't be against unique skins for the hardmodes/T4 lockboxes. It goes without saying hardmode pursuits would reward truly badass outfits.

    In all, the game is lacking content that requires skill, communication, and tactics-- not the typical numbers-grinding/spreadsheet hero "challenging" content from other games. I'd much rather the players that clear the hardest content earn it with their own skill and cunning, rather than be able to be "good" because of what they have equipped.

    Pretty much everyone can agree the current co-op missions are a joke, though. My level 10 infectors and sawed-off shotguns are in the corner if you disagree.

  8. #18
    Senior Member Evilution's Avatar
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    Quote Originally Posted by Anim View Post
    People would just have to be ... you know ... better
    It's all well in saying that, but when a game focuses on none scaling items and enemies that don't really scale in difficulty, it could be really hard to implement. You can say people need to be better, but when a games item system doesn't scale with the increased difficulty of a group of enemies in an instance, it can be more about the game mechanics than actual player skill.

  9. #19
    Quote Originally Posted by Evilution View Post
    It's all well in saying that, but when a game focuses on none scaling items and enemies that don't really scale in difficulty, it could be really hard to implement. You can say people need to be better, but when a games item system doesn't scale with the increased difficulty of a group of enemies in an instance, it can be more about the game mechanics than actual player skill.
    No non-elite enemies, more enemies, and have a higher proportion of enemies with nano effects. Scale up the hitpoints on the bosses so you can't ignore the adds and burn through like players frequently do in the easy mode versions. Doesn't seem that difficult to me.

  10. #20
    Quote Originally Posted by Evilution View Post
    It's all well in saying that, but when a game focuses on none scaling items and enemies that don't really scale in difficulty, it could be really hard to implement. You can say people need to be better, but when a games item system doesn't scale with the increased difficulty of a group of enemies in an instance, it can be more about the game mechanics than actual player skill.
    There is certainly room to expand as far as difficulty go without having to re-evaluate gear though. As of now you can pretty much zerg through a coop without anyone saying a word. Just increasing difficulty to where communication becomes important, as well as priority targets and using f.ex Decoys, Flashbangs, Bionades/CC-Infectors and BMGs defensively, would go a long way.

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