Read the entire original post and wanted to share my thoughts, minor criticisms, and added suggestions:
1.) Liked the OP's idea about emergency events being rarer to create a greater sense of urgency/need to stop and help. I'd like to further add by saying that I always felt as if the emergency events should reward you with some type of fame currency / notoriety - even the faction points that we earn for contracts - which you can save up and cash in for specific things that you want. Not just weapons and shields but also faction oriented outfits or vehicles with faction decals/special color iterations. It just seems to me that if you save enough lives, word is going to get around about you as an individual who should be held up as a paragon.
2.) Liked the OP's idea about leaderboards, even though I’m not personally a big leaderboard guy myself. My personal reticence stems from not being able to dedicate as much time to climbing the boards as others might and I doubt that I’m in this boat alone. Given that the devs are receiving massive amounts of data with regards to everything we do in the game, I feel that a tiered leaderboard system would be more inclusive. Specifically, a set of leaderboards based on scores and accomplishments but also accounting for the total play time of the individuals that week or month or even just within that game mode. This would be presented as the "Novice" or "Casual" player leaderboards (players who only play leaderboard-tracked events say...5 hours or less a week) and then another tier for "Intermediate" (more than 5 hours/less than 15) and "Expert" and "Hardcore" (for those who play leaderboard-tracked events almost exclusively, while in game, during the tracked time period). Separated in this way, I feel that it'd be less likely to alienate the casual (weekend) competitors while showing everyone more precisely how they stack up against others who have put in the same amount of time as they have.
3.) I did find the OP's perk overhaul idea to be a bit too complicated (especially for someone who might be new to the game and just wants to get in and play). I am, however, in agreement that the perks (in their current incarnation) are a bit limited. It would be nice to see the overall EGO rating correlating more with the perk bonuses and even the weapon/vehicle skill bonuses for that matter. This correlation might be in the form of raising all of the percentage bonuses beyond the base percentage increase in the perk. Example: "Sucker Punch" gives a 15% damage bonus at level 3 when you hit an enemy from behind. Once you hit EGO rank 1000 AND have maxed out the perk, you gain an additional 5% to the benefit.
Just an example and of course these EGO ranking rewarded bonuses would have to be tailored to each perk specifically given that a 5% boost to the 3 point maxed HP Regen perk would be overboard (given the fact that it's a 3% boost base at rank 3). In this way, the game would further reward the players for maxing out specific skills and better incentivize achieving higher and higher EGO ranks (as EGO tier or "Peak" bonuses).
**Now my own ideas**
1.) EGO Grid expansion: Ability Specializations -
* I know that we're going to see an expansion of the EGO grid in the future but it hasn't been made clear what form that expansion will take. Personally, I'd like to see character specializations, tied to the specific EGO abilities. Example: a Decoy specialization that turns your holo projection into an eventual doppelganger of the character that fights (competently i.e. taking cover, throwing grenades, going for head shots, flanking intelligently) along side its player until it gets killed or the timer expires.
2.) Expansion of the Salvage Matrix and the addition of E.E.P. -
* More uses for the "gulinite" currency is foremost in my mind when I think about how the Salvage Matrix could be improved upon. Well, gulinite and the introduction of what I’ll term EGO Empower Points (E.E.P.).
E.E.P would be earned by cashing in the maxed out exp bars on individual weapons and items for, well, points. Thematically, this would be the EGO system channeling its learned experience with the equipment into directly empowering (in the form of actual power flowing from the EGO system, through the character; doesn’t need to be visually represented but it helps envisioning while I’m explaining) the items at the Ark Hunter's disposal. This would further make the Ark Hunter stand out from a normal, non-EGO enhanced NPC being.
In the future, I’d like to see the Salvage Matrix utilized to essentially level up your favorite pieces of equipment. At its base, it would be used to take a mod that you've earned to the next rarity level, in exchange for increasingly higher amounts of gulinite and, at the purple and orange tiers, additional E.E.P. Beyond mods, E.E.P. could be cashed in to add an additional bonus (eventually bonuses) to your favorite gun (after it's been "prestiged" a number of times and limited/capped by its rarity color). Eventually, you'd be able to name your gun (ala Torc's favorite rocket launcher, Betty (?) ) and really have it be a signature piece of your character. Again, the limit to these enhancements would be connected to the item's rarity level. Once you've got an orange weapon that you've capped out though, then what?
EGO Empowerment Quests! These quests would be designed to challenge you and your, thus far/capped out, empowered weapon/shield/grenade mod/utility item (more on 'Utility Items' in a bit) in some way, with the reward being upping the enhancement cap on that piece of equipment.
Optimally, E.E.P. wouldn't be limited to just weapon bonuses and mod enhancements either. You could also exchange them for passive abilities related to your shields i.e. % damage reflection on shield break or AOE shield regen boosts for co-op partners in the vicinity upon a full recharge. Either that or shields should have unlock able mod slots and mods which can be enhanced via E.E.P.
*My biggest complaint about the longevity of any RPG is what do you do with the wasted exp that you SHOULD be earning after you've capped your character (or, in Defiance, weapon exp) out. Granted, in this MMORPG setting, the EGO rating 5000 players will be few and far between for a while (even though they've already started to emerge). E.E.P would enhance Defiance's accessibility by giving casual players goals that are more realistically achievable for their time investment while still rewarding the hardcore players with personalized and leveled items they can truly showcase. There are, of course, other considerations like "Will these highly enhanced items be trade-able?" and "How will that affect the -eventual- game economy?” To this, I say that the items should be trade able to a point; once you enhance the item enough to be able to name the it, the item should be bound to your character...possibly able to be passed on to another character attached to your profile (like an inheritance).
3.) Utility Items -
* In my opinion, either the "Grenade" equipment slot should be changed to the "Utility Item" equipment slot OR a "Utility Item" equipment slot should be added (though I’m not sure how that would work with console controls). To clarify, you would still be able to use grenades in the Utility Item slot. Utility Items would come in the form of:
- Deployable turrets
- Planted/tossed out beacons that generate AOE effects (like boosts to various cool downs, health / shield regen, or weapon damage increases / damage reductions)
- Deployable assistance drones (the pets that everyone wants) in the form of a small hovering robot that creates ammo for you and your teammates OR collects loot for you and auto salvages low rarities OR .... Any other utility type function you can think of. Use your imagination!
*These Utility Items are made even better, in my mind, when you toss them at your spawned vehicle to have them latch on and work while you drive!
- Auto turret/launcher on top of the car while you weave through fields of enemies
- A mobile ammo station for you and your team or a mobile AOE buff zone
- A set of deployable glider wings via your Utility Bot!!
Ok...maybe I got overly excited with that last one but there you go.
All told, I really enjoy this game and I’ve relished this opportunity to contribute to this particular discussion on how to improve things going forward.
One last thing: they should get rid of the EGO ranking requirement on items or make it mean that the 1000 ego rank required item is in some way better than the 150 ego rank required item…
Thank you, Anim, for creating the topic. Hope that it doesn’t get lost too quickly in the episode 2 thread barrage.
If it matters, I’m playing on the 360 with my GT being: RafeJ
P.S. Apologies if anything I’ve put forward has come from other people in similar discussions. These are all things that I’ve personally been thinking of and any similarities between my ideas and other those belonging to others can be attributed to “Great minds think alike…”


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