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  1. #21
    Senior Member Cortechs's Avatar
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    Quote Originally Posted by Merrin Nightbringer View Post
    My thought was this: why can't it be an added option? X cost to reset weapon XP ONLY, Y cost to reset XP AND weapon bonus? Just have it be a checkbox-style option after you select "reset weapon mastery points".

    Also, yes, the cost is prohibitive. It sucks. Terribly thought out, IMO.

    Just my thoughts.
    I get it. You want to circumvent the loot system and reroll your stats until you get the one you want, all for pocket change.

    Good luck with that request.

  2. #22
    Member Deimos's Avatar
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    Could someone tell me the benefit of this, I don't understand the weapon experience system.

  3. #23
    Senior Member Cortechs's Avatar
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    Sadly, it is confusing and not explained well/at all.

    You have weapon SKILLS that level when you gain experience. These add bonuses when using that type of weapon. You have 20 levels for each weapon SKILL.

    Individual weapons also have 1 level of experience. When the weapon reaches max level, you get a bonus effect, such as 45% movement speed for X seconds on reload.

    HOWEVER:

    If your weapon experience is maxed, you do not gain any SKILL experience when using it. You have to be gaining weapon experience to also be gaining skill experience. So players have been abandoning their favorite weapons for leveling their skills, once their weapons maxed out. So it's a constant changing of weapons.

    Players asked for the ability to "reset" the weapon experience when it maxed out, so that they could gain the experience all over again with their favorite weapons, and thus gain SKILL experience with them again. Trion just added that in.

    Unfortunatly, it costs lots of salvage (currency) to reset it, so it really isn't worth it to reset a weapon at this time.

  4. #24
    Senior Member ghostercon's Avatar
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    The problem with this whole concept is lack of ingame economy, like an auction house for instance, an auction house with ark salvage as currency.

    Imagine yourself selling purple weapons, blue weapons orange weapons on an auction house for 20-200k ark salvage crystals. Ppl would be able to buy orange weapons, the ones they desire and other will get ark salvage crystals for their needs.

    As it is now you are basically grinding ark salvages, lock boxes ( with a random chance of getting a random thing...).

  5. #25
    I agree ghostercon

    I feel like the synergy mods need to be more common so that there is a flowing market for weapons and mods with synergies... Then an auction house would be awesome.

    As it stands few people even care about what the synergy on a weapon is anymore since the odds of them completing it are next to none.

  6. #26
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    Quote Originally Posted by Chidy1776 View Post
    Im not positive on this but i think the price is based on the difference between the weapon ego rating and yiur personal rating. After messing around wih different weapon levels this seems to b true.
    No. The cost is simply:
    10 x quality x ego
    And that's the problem. Linear dependence is an absurd way to scale it.

  7. #27
    Quote Originally Posted by Kiserai View Post
    No. The cost is simply:
    10 x quality x ego
    And that's the problem. Linear dependence is an absurd way to scale it.
    Yah, an orange weapon at ego 100 is just as expensive as orange at ego 5000....

  8. #28
    The main problem with scaling the cost of salvage matrix features (resetting weapoin xp , salvaging mods, and unlocking mod slots) up the way they do is that it presumes that at higher EGO ratings you will be pulling in more resources on a similar scale. That is the part that is broken, because while I can't earn much more resources now (EGO 1644) than I could at at EGO 500 the costs are astronomically higher. I haven't sold anything but mods for scrip in weeks, and now that they can be salvaged I won't even be doing that, everything gets salvaged.
    There are two ways I can see for them to fix it: Either give back a portion of the resources you have invested in a weapon when it is salvaged (you can drop 145,000 unlocking mod slots but it will still only be worth 250, 500, 750, 1000, or 1250 when you are done with it) or make the that rarity scale more in line with how rare the weapons actually are. Orange items drop much less than five times as often as white, but 1250 resources is all you get for one.
    That of course presumes that they insist on keeping the player to player economy almost nonexistent. If they give us an easy way of selling things we're done with to people who want them, problem solved.

  9. #29
    Member Deimos's Avatar
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    Quote Originally Posted by Cortechs View Post
    Sadly, it is confusing and not explained well/at all.

    You have weapon SKILLS that level when you gain experience. These add bonuses when using that type of weapon. You have 20 levels for each weapon SKILL.

    Individual weapons also have 1 level of experience. When the weapon reaches max level, you get a bonus effect, such as 45% movement speed for X seconds on reload.

    HOWEVER:

    If your weapon experience is maxed, you do not gain any SKILL experience when using it. You have to be gaining weapon experience to also be gaining skill experience. So players have been abandoning their favorite weapons for leveling their skills, once their weapons maxed out. So it's a constant changing of weapons.

    Players asked for the ability to "reset" the weapon experience when it maxed out, so that they could gain the experience all over again with their favorite weapons, and thus gain SKILL experience with them again. Trion just added that in.

    Unfortunatly, it costs lots of salvage (currency) to reset it, so it really isn't worth it to reset a weapon at this time.
    Ok, that sucks I love my wolverine pistol and it's maxed out so no wonder I wasn't gaining skill in pistol.

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