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#feedback

Edited by Daryl E Lection: 11/12/2014 8:37:43 AM
2

Does Performance Play A Role In a Determining Drops/Rewards?

This may already be a topic, so I am placing it here in case it's been answered, and on the Help board in case it hasn't. That said does anyone know if performance, rank. difficulty affect drops/rewards? I have noticed that there doesn't seem to be any sort of point difference for killing an enemy with precision or body shots (for example at Rank 3, killing a Lvl 2 or 8 Dreg is worth 20 XP period.) but are the factors mentioned above used to determine the number/quality of engrams seen in missions/strikes, or the rewards at the end? Is there any sort of way that guardians can influence the rewards they see? Many people claim to know for a fact that if you do [b][i]this[/i][/b] while doing [b][i]that[/i][/b] and avoiding those but grabbing these you can force [b][i]X[/i][/b] result, but I've seen no merit to those statements, and quite honestly I don't particularly care for wasting my time trying to figure out something which can be explained by the folks at Bungie. B. L. U. F. , I think players deserve a measure of transparency when it comes to rewards and encounters. Whether it's PvP or PvE, we should be provided the formulas used to determine the potential outcomes of our interaction. To better illustrate what transparency refers to in this regard I offer the following: [b][i]PvE: [/i][/b]A page should be created and posted where people can go to find the rules surrounding the rewards system. Players should know what factors influence the outcomes of their efforts, so as to better focus their efforts and maximize chances for desired results (in other words if not dying/wiping increases the value of drops and rewards, players know to be more meticulous in their approach to enemy engagements; however if it's an issue of skill in kills, players know to shoot for precision. If it's the number of kills that determine better drops and rewards, players know to drop every target they can along the way; however, if it's how quickly they complete the mission, they know to engage only those targets which are barriers to the completion of that mission in the least amount of time possible. If completing the weekly strikes solo provide increased chances of getting a weapon, but completing it with a fireteam increases the chance of ascendent materials, they can select the approach that better satisfies their needs. If there are several factors which affect issues like those above, they should be listed in ordered accordingly (in other words if the number/quality of kills, time required to complete objectives, player level v.s. mission level, and party size are all factor in, they should be listed in order of importance/impact. The affected reward should be listed as well; like doing [b][i]x, y, z,[/i][/b] under [b][i]these[/i][/b] parameters are most likely to produce [b][i]this[/i][/b] reward. [b][u]PvP: [/u][/b]players should be provided with all formulas used to determine the start point of each guardian, as well as that which determines the damage dealt by said guardian and their equipped weapon (doing this will allow players to check the information provided in each encounter, plug that information into the appropriate formula and determine if they were simply bested by skill, out gunned, or if there's something reportable at the root like lag, glitches, or cheating). A headshot indicator desperately needs implementing. This will allow players to see that they were killed with precision, and possibly cut down on the rage aspect of being the one on their back. Something as simple as a reticle preceding the killer/weapon/victim report shown after a takedown would work beautifully; however, if devs choose a different method to indicate this, I'm sure nobody would be too upset. To close I will restate the need for players to be able to make truly informed decisions regarding where and how to invest the hours spent fumbling around in a world seemingly without rhyme or reason in regards to its rewards system. Being forced to do so only increases the desire to leave the game for one with a more intelligible experience.

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