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9/3/2022 10:16:24 PM
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My suggestion would be that you re-invigorate the endgame lost sector environment to be more rewarding to players. There’s been so many times lately running master (last season) and legendary (this season) lost sectors that I complete a Platinum run in under 5 minutes and get nothing save for some glimmer, and not that much at that. So I figure, “okay, next time will be more rewarding”, and run it again, only to get some planetary materials and more meager amounts of glimmer. It’s frustrating, and I see these sentiments echoed on Reddit by many players. Many are choosing not do them at all, and just to wait for Grandmasters, as the lost sectors are a lot of work for nothing in return. One idea I had to reinvigorate them would be to show time-based checkpoints for loot (assuming all champions are defeated). For example, loading into a sector a player would see that to receive an exotic you have to complete the run in under 5 minutes in a timer bar. If the player runs past the 05:00 minute timer, the icon would change from an exotic icon to a high-stat legendary item. If the player fails to complete the lost sector by the 06:30min mark, they would then receive a regular legendary item, with the rare chance to receive a random RNG exotic (drop levels would be a little less than they are now). If the timer went past, say, 09:00 minutes then the player would be guaranteed only planetary materials and glimmer, with the extremely rare chance for something else to drop. These times are just hypotheticals, and each lost sectors would need to be evaluated for quickness to create the appropriate checkpoint times. Because of this, this idea is more work for the dev team to implement. This way, players would have something tangible to work and buildcraft towards, versus just relying on algorithms to decide whether or not to give them decent drops. Another idea I had was give a mod to players that is very detrimental to buildcrafting, but increases the drop chance. This mod would take up, let’s say, 8 mod slots, severely impacting their abilities to use Subclass Wells/Fonts and Charged with Light Mods. The % chance of an exotic dropping would be based on how many of these mods players equipped, stacking each time on an exponential plot up to 4x (I’m leaving it at 4 to leave gauntlet armor (for champion mods) alone). Running one mod would increase chances by 4%; running two: 10%; running three: 22%; running four: 55%. Players that choose to give up their build benefits for the pursuit of lost sector grinding would be basically guaranteed one out of every 2.5 lost sectors would drop [i]something[/i] that might be useful. This second idea could be expanded to have mods specifically to increase exotic drops (all exotic armor would be included in one mod, making it type (head, gauntlets, chest, legs) specific would be cumbersome) and then another to increase high-stat legendary armor .
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