[Feedback] Week 17 Variable Difficulty
In removing the prior Hard/Hardcore variants of missions that existed before, options for exotics have dwindled.
+50% or +100% of 0 is still 0.
I think you need to add some system to handle dynamically including a mission complete exotic reward when the base value was actually 0. Here are some potential solutions.
1. Increase base on the original difficulty of the mission (skull count) toggling Hard and/or Hardcore options would enable the addition of a static amount of exotics (need to set all exploration missions to 1 skull). For example.
1 skull, 0 exotic any difficulty.
2 skull, 25/50 for hard/hardcore options
3 skull, 50/100 for hard/hardcore options
4 skull, 75/150 for hard/hardcore options
2. Tune each level independently. This would be ideal to avoid things like Deep Vein reward being too good, however harder to implement.
Right now, there are so few options of missions with exotic rewards, makes me not want to play this week at all, despite new gear to unlock.
Comments: 5
-
04 Apr, '22
QuinafoiMissions with Exotics rewards on Mission Complete
Unearthed: Research
Cryogenic: Research
Voyager: Recover
Missions that used to have Exotic Rewards on Hard/Hardcore Variants that were removed that I can remember (there were probably more).
Clean Up: Extermination
Snowcrash: Recovery
Dust Up: Extermination
Wet Work: Extermination
Big Shot: Stockpile
Life Line: Construction
Kill List: Extermination
In a week where you added more items to the workshop to spend exotics on, you removed over 2/3 of the missions that awarded exotics as part of their completion reward.
I realize there is still the option of finding random voxels in caves or doing exotic veins on missions that have them, however these rewards are highly volatile. I've gotten as few as 90 from a vein when it takes extra hours to on the prospect to do the vein, and the voxels are completely random so unreliable. Many of the reliable sources of exotics (mission rewards) have been removed from the game. -
04 Apr, '22
QuinafoiSo there are over 5000+ exotics to spend in the workshop, on a week where there are now only 3 missions with guaranteed exotic rewards. I have this vast set of missions to interact with, and I feel like I only have three options to play if I want to interact with the new workshop items. Even the new mission added this week has no guaranteed exotics. More grind added while reducing sources, sounds like an EA/Activision patch.
From a new player standpoint this is also terrible. Assuming they advance the most efficient way to unlock exotic sources, it requires a minimum of 7 missions to unlock exotic voxels and exotic veins. A new player is likely to branch out unaware of the most efficient route to those rewards so it'll be a while before they unlock both. A new player assuming they did the most efficient path to the end of the mission tree needs to do 9 missions before they would even see any of the missions that have exotics as a reward for the mission itself. -
04 Apr, '22
QuinafoiThe variable difficulty is a great new feature, however I feel it was launched in a very incomplete state. You added new items that cost exotics and a new mission that doesn't reward any exotics. So I have little to no motivation to even play the new mission, that's just poor planning.
This week contains some of the best features for a patch yet, and I feel it's completely marred by the loss of missions that award exotics directly as a completion reward. You simultaneously have released two features I and many other members of the community have been asking for since the betas. And in that same week you also made it so I don't have any desire to even play the game this week by making the currency grind far worse. If this were done by a triple A publisher like EA or Activision, I'd expect a microtransaction along with the grind increase. It's one step shy of a patch that could get the game review bombed. I'm just not playing at all this week until you address this. -
14 Apr, '22
QuinafoiTwo weeks later, several new missions added, still not addressing this issue with the game and how the exotics grind was made significantly worse in week 17. None of the new missions have exotic rewards, no incentive to do them. I've seen an exotic vein yield as little as 80 exotics before running out. It's not an acceptable grind to spend hours of time for such low reward. You need to work on adding back guaranteed exotics as mission rewards, especially for elevated difficulty options of hard/hardcore.
Right now this game is not in a desirable state to be played. You don't value the time of your players, the players stop playing.
Week 17's patch contained the two best changes ever. The in game timer and the variable difficulty.
However, you also destroyed the currency grind in the game. And despite the best changes ever, the game is no longer worth the time to play. I don't feel like doing 117 Deep Vein runs to get the new exotics from week 17, that's not worth my time. -
22 Apr, '22
QuinafoiThree weeks later and you've added even more items to the workshop that cost exotics while you still haven't addressed how terrible of a grind you've made exotics to be since you got rid of the variety of sources. Playing the same mission over and over is not fun gameplay and the pace of gaining exotics casually through veins and voxels is unreliable and extremely poor (hundreds of hours of game time required).
Spending like 2-3 hours on a mission to get a pitiful 80 exotics from a vein isn't worth the time investment. It will literally take hundreds of normal prospects to unlock and acquire workshop gear.
Grinding Deep Vein over and over simply because it's the fastest reliable method of getting exotics isn't fun gameplay.
Each week you continue to ignore this problem you've created. You add more items to the workshop that will either require repetitive grinding or months of game time. It isn't even worth the time to start a mission knowing the next reward unlock takes weeks.