These are not meant to be huge ideas that require tons of new content to be created, but changes that can be realistically added in a respectable time frame, as well as enhance the base game experience.
[b]1. Unbounded Currency[/b]
Basically the idea here is to make it so that we can accrue a larger amount of Glimmer and Marks than we can currently (25000/200/200, respectively). One idea is to just have it so that we can earn as much as possible, with an infinite limit. That's a waste of time, given that there isn't (yet) any kind of economy/trading system/marketplace in this game. Simply increasing the Glimmer cap to 100k, and the Mark caps to 450 should suffice. Why should this be done? Sometimes people buy things (Heavy Ammo packs) in bulk, or want to purchase several different kinds of items (Legendary gear) if they've saved up. Others just like knowing they've got that money to blow.
Another idea to be had: Mark conversion. Simply put, if one has X amount of a type of mark they want to convert, they can go to the proper Quartermaster Frame to convert those into X/2 amount of marks. For example, say I have 200 Vanguard marks, but I want Crucible marks for FWC stuff. I go to the Crucible Quartermaster and give him my 200 marks, but I receive only 100 Crucible marks in return. Halving the input number is just to show that you won't/shouldn't expect to earn as many Crucible marks by only playing PvE, and vice-versa. It will, however, make gearing up a little easier on players who play one mode exclusively.
[b]2. Class Materials for Marks[/b]
Thanks for the Marks-to-Mats patch; it really saved a ton of our asses. However, there are those who actively used the Mats-to-Marks function from before. A more universally enjoyable solution? Make it so that we can turn in armor scraps (Plasteel Plating, Sapphire Wire, Hadronic Essence) for marks. Over time, we'll end up sitting on way too many of these, so this is a valid sink. Turning in 100 mats would nab you 3 marks. This might sound small, but given the pricing of faction gear (nothing past triple digits), and the amount of these materials you would receive from regular play, it balances out. This IS a mat-sink, after all.
As of TDB it would also be fitting to include commendations in the mix, to the tune of 250 mats per.
[b]3. Bosses Drop Engrams [/b]
I think bosses should have a chance to drop engrams on defeat. It just feels right. I dig the Glimmer boosters and "interesting finds," but those should be secondary to actual, tangible loot. I figure that, based on what a Strike would commonly drop at the end screen, that bosses should have a 1 in 3 chance to drop an engram of that rarity. They would also have a 1 in 30 chance of dropping an engram that is one tier higher. Yes guys, it's RNG, but those numbers are much more favorable than those behind the regular monsters. It's also giving you more chances to score something really sweet. Think of it as a gift from RNGesus.
[b]4. Class Items Add Light, Skill Augments[/b]
This is a more abstract one. As it stands, these items are just really just pretty things to look at, and serve no other purpose, save the faction rep ones boosting reputation gain. Swell. I think all level 20+ class items should add a smaller amount of Light (between 5 and 10, based on rarity), as well as have some sort of augment attached to it (general purpose for Rare, skill specific for Legendary). The Light can make the difference to a lower leveled character, but not so much if you're already maxed with raid/IB gear. That's intentional. This gives players freedom to swap between class items not just based on looks, but on what bonus they want too, and they won't suffer any drastic stat changes for it. The Augments and Light on bonds/marks/hoods are different than other items because they come pre-unlocked, so that you are still free to customize. Note that faction items keep rep boosting as their Augment/skill.
Examples of items:
Rare Bond-Cryptic and Ineffable (+5 Light, Snap Discharge: Boosts melee attack speed)
Legendary Mark-Ultimateless (+10 Light, [new Augment>] Limit Break: Fist of Havoc and Shoulder Charge travel further)
[b]5. PvE Mob:Player level scaling[/b]
Not a fan of the whole “Lv 30 can stand by Lv 2 Dreg and take considerable damage/die” thing. I understand that normalization is a thing, but I should be able to roll up on some scrub mobs and be able to toy with them, like, “watch them unloading everything on me as my health barely trickles down” toy with them. Even if you adjusted it just a little so that our defense stat makes more of a difference, it’d be obliged.
Not that this is a deal breaker or anything, it’s just that I really wanna troll some Fallen.
[b]6. Gunsmith Expanded[/b]
Firstly, the Gunsmith’s arsenal should level all the way to 20 with you, at that point only selling rare level 19 and 20 guns.
Secondly, he should also be able to buy Weapon parts off of you for Glimmer.
Thirdly, he should sell individual weapon telemetry and enemy Glimmer booster units, at 5k and 990 Glimmer, respectively.
Finally, he should also be able to reforge weapons, but this time of both rare and legendary status. For him, it will cost Glimmer, as opposed to motes of Light in the Iron Banner tournament. Rares would cost 10k Glimmer, and Legendaries 25k Glimmer. You must be level 20 to reforge.
This is all in the interest of making the Gunsmith much more than a poorly stocked Fleet Farm, you feel me?
[spoiler]Lol my subject titles sound like Skyrim mod names. Carry on.[/spoiler]
Whaddya think, friends? Feedback on feedback is cool.
Edit:
[b]7. Player-to-Player Trading and Marketplace[/b], an idea from yetiesque
This speaks for itself really. Trading and an economy are things we desperately need to combat the artificial content that is grinding and RNG designed to extend the life of the game. The items that could be sold on the MP? Anything that isn't a strange coin, a mote of light, or a quest item. Motes and Coins would join Marks and Glimmer as currencies in the market, where players could put up gear, ships, shaders and mats for prices composed of as much of any or all of those currencies. Like, a player could sell a half leveled Bad Juju for 14 Coins and a Mote, or a full ranked Sir Isaac for 5 Crucible Marks, 100 Glimmer, and 2 Vanguard Marks, or 300 Plasteel for 1000 Glimmer. The same could be done with one on one trading, except currency could be traded for other currency in that. A living economy could add a whole new dimension to the game, and coupled with the idea to increase the currency cap (maybe now even more than proposed) a player could make their goal to master the economy and become wealthy. They could even make themselves into banks with this wealth! Maybe we're getting ahead of ourselves, but the point is that these things would be more a help than a burden for the game.
Edit:
[b]8. Cryptarch, Vanguard Level Scaling[/b] inspired by Eagle 1 10
Similar to the Gunsmith's weapons scaling, the same should be said of the Cryptarch's engrams, the Vanguard mentors' non-legendary armor. Cryptarch at lv20 should sell AT LEAST one Rare (blue) engram, and at most five, all of which will be lv20. At lv20 the non-legendary armor from Vanguards should be 100%, Grade A, USDA Choice lv20 blue.
[b]9. Transmogrification/"Costuming"[/b]
This has been tossed around all over the forums, but I want to give my concrete answer to the issue of sameness we are experiencing with our looks. Basically how it works is simple and cheap, so as to be available to everyone. Step One, collect the armors you want to look like as well as those you wish to retain stats/perks/names for. Step Two, take them to Eva " Color Savant" Levante. Step three, give her 500 Glimmer and an amount of a class material (Plasteel, Hadrons, Sapphire) and she'll bind the armors together. The amount of class material is based on the rarity of the rarest item involved in the transmogrification. Common = 10, Uncommon = 30, Rare = 75, Legendary = 125, Exotic = 200.
9a. Based on idea #4, make the Speakers Class items cheaper so we can transmog those. Or just add cool perks.
English
#feedback
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2 RepliesReforging should cost a lot but for the most part, i'd bump this