#EXP changes and the effect on negative player behavior

1 messages · Page 1 of 1 (latest)

deep terrace
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I don't like that not only do I have to explain your, in fairness, janky experience system to people so when we run endless missions, nobody starts feeling like theyre the one being screwed out of experience (thats your responsibility), but moreover, I do NOT like the environment you have created where some players will intentionally refuse to smite enemies because their pacts are maxed and therefore, "why would I bother, thats just EXP im not getting. Do it yourself." Which leads to whoever has to take the smite losing the weapon EXP instead.

You have created an environment where doing something detrimental to the experience of your teammates makes your experience better, both figuratively and literally.

All due respect... What were you thinking? This is a horrible, anti-player system, please readdress this in a different way.

deft parrot
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+1

craggy cipher
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I think adding the exp dungeons was more of a mistake and would have liked to see the gear progression loop different from warframes.

Also the current exp gain outside of dungeons feels reasonable that I don't feel like I am required to go to an exp dungeon to level my equipment.

cyan python
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not sure why the endless xp behavior was changed. It worked well and as expected before P12, although the UI (in endless) did/does lie about the level being max when it isn't

cold swallow
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I'm gonna be 100% real here - leveling weapons and pacts is the least interesting "content" in Soulframe

Yes, I get that this is a FTP game as a service so you want to have some easy-to-crank out, low-effort content that you can drop on us that gives us something to do with our time and leveling weapons and pacts fits that bill. Doesn't change the fact that it's more of a chore than an interesting progression system, so why make it a worse experience?

While we're at it, get rid of 'endless rooms.' Know what burns out a lot of WF players? Having to level a bunch of mastery-fodder weapons and frames in Hydron or SO/ESO. Levelling new things should be a smooth, organic process that just happens during normal play - don't incentivize farming endless waves of mobs in an unchanging environment as being the most efficient method of gaining weapon and pact XP. Instead, incentivize doing the fun things in the game.

Kill an Agari boss? +1 level to your weapons and pacts, boom. Automatic.
Kill a Cogah boss? +2 levels
Complete a dungeon? +3 levels
If you think you're awarding enough XP for doing a thing, you aren't. Double it.
Make XP earned apply to all your gear simultaneously, none of this "oh but I don't want to do X because that only gives XP to this one thing I'm trying to level"

Don't make the XP grind a slow or arduous process.

polar dome
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+1. Endless rooms is bad content. But more to the point here: the way XP is now "distributed' is bad and dumb. It kidnda works in Warframe, but it feels terrible in Soulframe. Let everything you're wearing get 100% XP from kills and quests like it was before. Simple. Easy to understand. Elegant. Doesn't enocurage aberrant player behaviour.

deep terrace
cold swallow
deep terrace