#Progression Change

8 messages · Page 1 of 1 (latest)

manic ore
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Instead of a preset path where every level gives you a specific item, we should get a random selection of blueprints every few levels. If I need siren parts for a build, just let me have a chance to see it before lvl 80. It’s annoying to create a build and have to wait for so long before you can use it.

Every 4 levels, you are shown 3 random torsos, 3 random chassis, and 3 random shoulders. You pick 1 from each category.
The next level shows you 4 random weapons. You pick 2.
The level after that shows you 2 random supply gears and 2 random cycle gears. You pick one of each.

Level 1: salvage
Level 2: gold
Level 3: intel
Level 4: robot blueprints
Level 5: weapon blueprints
Level 6: gear blueprints
Level 7: salvage/gold/intel
Level 8: robot blueprints
Level 9: weapon blueprints
Level 10: gear blueprints
Level 11: salvage/gold/intel
Level 12: weapon blueprints
Etc…

surreal fractal
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Thank you for your feedback, Rynen. I just want to clarify that crafting is not the only way to gain Robot Modules. Currently, you can receive the items through Daily Deals, which allows for variety in builds even at early levels. I do see your point here, though.
I believe something similar to your idea was discussed within the team before. Perhaps we can revisit it as more content is added to the game, and if the progression nneds to be adjusted in some way.

forest hill
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Ok so let me get this straight, you want to give someone who is maybe level 30 fenrir and counter early game, and someone who wasn't as lucky is stuck with bulgasari and griffin? Yeah no thanks

manic ore
# forest hill Ok so let me get this straight, you want to give someone who is maybe level 30 f...
  1. They could make it so the early levels only give commons and once you pass a certain level you sometimes get offered uncommon/rare. You would only get uncommon/rare items from certain levels. There’s ways to tweak it to make more sense.

  2. If they balance the game properly, common items would be just as powerful as rare ones. Rarity should define how interesting/basic the ability is. Otherwise, the diversity of useable builds will be ruined.

manic ore
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I don’t really need it to be exactly as I’ve suggested. I mean, looking at it now, even I am not so sure about it. But like I said… what if I want siren parts? It’s just arbitrarily put at the highest levels. Maybe I have a job or I’m generally busy and it takes a few weeks to get to max level. I have to wait so long to try out that new build. Sure, we have a shop, but I’ve probably seen about 100 iterations of it over the past several months and I’ve seen three rare items. The shop is basically useless for getting rare items, let alone the rare item you want. So I thought, “hey, you know what would be cool? Having a little bit of control over what items you get as you level up”.
Originally, I was thinking of choosing 1 of 3 full robots every so many levels. You only get commons for the first 16-20 levels. After that, certain levels will give only uncommon or only rare items. Level 24 is uncommon, level 28 common, level 32 rare, level 36 common, level 40 uncommon, etc…
Of course, the specific levels would be different for weapon and gear blueprints, but you get the idea. Maybe that’s better than the randomness of my other idea.

All that being said, they could ignore everything above and simply give us a guaranteed rare item after a certain number of shop refreshes. I would be happy with that.

forest hill
manic ore
forest hill
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Sounds like a hard skill issue, there are plenty of counters to fenrir, and yes, rare items should be better because everyone can get them simply by playing the game