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토론장

4/17/2024 10:10:04 PM
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'Loot to time investment'. Let's look at that for this particular activity: You get a chest every 10 mins, which includes the weapon you want it to have, materials, and a token(s). That's on top of whatever random engrams drop and what you get from completing bounties. And if you don't want to do all 50 waves, you can just go up to the wave level you want, then start over. Farming chests that way. Yea, this is another example of 'it's yall, not the game'. The game gives away so much loot, that getting all that loot isn't 'fun' to some of yall anymore lol.
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  • 작성자: The-IIID-Emp1r3 4/18/2024 12:41:28 AM
    [quote]And if you don't want to do all 50 waves, you can just go up to the wave level you want, then start over. Farming chests that way.[/quote] People who do that and dip midway a hard activity where it could take minutes for someone to join, where your teammate dipping out can be the cause of a activity fail after are scrubs. Tried doing legend once on ingame lfg, had a player leave after the first boss, then we wiped because the wave was ultra ogres, not going to bother with that again. Not worth my time for the same rewards as normal 50 wave.

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  • I agree, I dont think you should do that. And people doing that do drag down the activity for others. Was just stating what you could do to get loot, which op doesn't think the activity provides.

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  • Yeah when you explain something's reward value it's always as compared to what. You get 25 total drops from Coil and I've cleared platinum runs in 30 minutes. You get 13 for Legend Onslaught and I've never cleared faster than 50 minutes. So 20%% more time for almost 50% less rewards and there's no vendor ranks for additional loot from XP earnings or any ability to focus loot. I can't target specifically what I want when I want it. How is Onslaught considered rewarding to you when its sole equivalent offers so much more and for significantly less effort?

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  • 작성자: whateverman7 4/17/2024 10:45:45 PM
    First off, comparing coil to onslaught isn't a genuine comparison. The activities, rewards, etc, aren't equivalent. The only thing they have in common is that after you get what you want, it's up to you if you want to keep doing said activity. Which goes for every activity in game. Secondly, 'reward value' is subjective and all individual. You don't find the activity rewarding cause you haven't gotten what you want, and that's cool. I just disagree with the notion that since you haven't gotten what you want, that the game isn't rewarding.

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  • I mean, the coil and onslaught share a similar structure of gameplay Kill a bunch of adds, teleport into a new area, kill more adds, then kill a boss Just one is heavily more rewarding giving you a bunch of stuff, be it upgrade material and loot The coil is easier thanks to the wishes, granting a lot of benefits, while onslaught gives you 6 chest on normal, but compare that to the what I can only guess 9 or something plus the additional chests inside, you are rewarded more for coil then onslaught

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  • You just described the gameplay structure for the majority of seasonal activities lol. Which makes sense for coil since that's what it is. Onslaught is more like dares than coil.

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  • I mean, dares has the advantages of not having to deal with enemies with the ! In their health bar, but at the same time it does give you quite a bit of loot, if your lucky

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  • 1
    The Guy
    The Guy

    Laughing at their “logic.” - 오래됨

    [quote]First off, comparing coil to onslaught isn't a genuine comparison. The activities, rewards, etc, aren't equivalent. The only thing they have in common is that after you get what you want, it's up to you if you want to keep doing said activity. Which goes for every activity in game. Secondly, 'reward value' is subjective and all individual. You don't find the activity rewarding cause you haven't gotten what you want, and that's cool. I just disagree with the notion that since you haven't gotten what you want, that the game isn't rewarding.[/quote] Is sharding garbage rewarding? It’s no different than a heroic public event, when the loot is worthless. We’re all chasing the same rolls. 2500 waves in and the rng is just tripe.

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  • Actually, yes, it is lol. Just cause it's not what you want doesn't mean it's not. If you feel that way, that's on you, not the game. The game can't just reward what you want every time you play. That's not realistic nor possible, but some of yall think that's how it should be.

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  • 1
    The Guy
    The Guy

    Laughing at their “logic.” - 오래됨

    [quote]Actually, yes, it is lol. Just cause it's not what you want doesn't mean it's not. If you feel that way, that's on you, not the game. The game can't just reward what you want every time you play. That's not realistic nor possible, but some of yall think that's how it should be.[/quote] 2500 waves of this and the rng hasn’t changed, at all. I don’t care about the gold weapons. The reg-rolled garbage isn’t viable in the game. I’m just making more shards to get rid of. Lol Just like Heroic pub events.

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  • Lol ok

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  • 작성자: Gemini Trash 4/17/2024 10:50:39 PM
    First Coil and Onslaught are the only wave based hoard modes so yes they are not just comparable content, but the ONLY comparable content since they're the only hoard modes. Second EVER reward structure in and out of gaming scenarios hinges on comparing to an equivalent. If I offer you $3 an hour to mow my lawn you're not only going to check what other lawn maintenance jobs are paying you're probably going to look at the minimal wage because that's so low its illegal.

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  • 작성자: whateverman7 4/18/2024 1:21:05 AM
    But coil isn't a wave based horde mode though lol. Second, that's a horrible analogy lol. Again, just cause you not getting the loot you want doesn't mean the game isn't rewarding with loot. The game gives away a tremendous amount of loot in all activities, including onslaught. In fact, it gives away too much, hence why if people like yourself don't get exactly what you want, you say it's not rewarding. Which goes back to my original point of its yall, not the game.

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  • [quote]But coil isn't a wave based hoard mode though lol. Second, that's a horrible analogy lol. Again, just cause you not getting the loot you want doesn't mean the game isn't rewarding with loot. The game gives away a tremendous amount of loot in all activities, including onslaught. In fact, it gives away too much, hence why if people like yourself don't get exactly what you want, you say it's not rewarding. Which goes back to my original point of its yall, not the game.[/quote] Uhh it is, gets harder the more sets you do, it works no different than Onslaught and the boss wave room

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  • 작성자: whateverman7 4/18/2024 1:21:20 AM
    No, it's not lol. Coil has more in common with other seasonal activities than onslaught. Which it should since it's a seasonal activity lol. They just took that structure/setup and made it loop 3 times, that's it. Just think about it, you can't fail coil, so how is it a horde mode?

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  • Don't you come out here delulu with me boi, Coil absolutely is a hoard. You get 3 waves in a set and 4 sets to win.

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  • 작성자: whateverman7 4/18/2024 1:21:39 AM
    You can't fail coil, how is that a horde mode? Lol. You either keep going till you quit or beat the 3 levels. That's not a horde mode. It has more in common with seasonal activities, which it should since it is one. They just took that structure/setup, made a few changes, and looped it 3 times, that's it.

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  • 작성자: Gemini Trash 4/18/2024 1:34:37 PM
    Coil actually runs on a revive system big guy. If you run out of revives you're actually forced to Orbit. Coil is a horde dude

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  • Damn, forgot about running out of revives cause that is so hard to do. So, I was mistaken about not failing coil, but it's still not a horde mode.

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  • I didn't say Coil wasn't easier than Onslaught, but I'm calling it what it is. Regardless, this argument that Onslaught has fine rewards because you believe Coil isn't a horde is brain dead. Even if Coil wasn't a horde the fact that it offers double loot at 30% of the invested time means Onslaught is unrewarding as an activity.

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  • I never said the rewards were fine cause coil isn't a horde mode though lol. Those are 2 separate things. I said that we get plenty of rewards for onslaught, just cause it's not what you want doesn't mean we don't. I get it, people are only chasing shiny and/or certain rolls, so they are ignoring all the other loot they are getting. Doesn't mean they not getting other loot, they just taking that loot for granted. The same thinking you're using can be applied to the coil. I say that cause once you get enough frames to craft the weapons, the majority of the loot is pointless. The only loot worth getting is the materials. But does that mean that the activity just stopped giving a lot of loot since it's something i don't need/want? No. Is the time to loot investment all of a sudden trash? No.

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  • Except with you coil you can easily get god rolls on all the sourced loot because they're craftable. Don't be dense

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  • 작성자: whateverman7 4/18/2024 6:47:21 PM
    I mentioned crafting lol. 'Once you get enough frames to craft the weapons, the majority of loot is pointless'. What I think they can improve with onslaught: let us get rep after maxing out shaxx so we can still get engrams, like fynch.

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  • 작성자: jhermannITJ 4/18/2024 12:00:40 AM
    It's score loop. You don't kill enemies to progress... you break pots, you kill bosses... Nothing about it qualifies as a horde mode. Onslaught you kill enemies on a meter to progress exactly like a horde mode, you build and maintain defenses over time protecting a single point. That's a horde mode. Coil is a rouge-like score loop mode, totally different. Also called an "Attrition Mode" in game design. You're not protecting anything... there's no defenses. You don't even need to kill enemies to progress... they're an obstacle, not the core mechanic of progression indicative of a horde mode - which IS killing enemies. Note: Final Fantasy, rpgs, and mmos are known for attrition modes. Attrition modes and dungeons are my favorite type of game design... my absolute favorite is the inverted tower in Mystaria. 25 levels down, 25 levels back up to get the ultimate loot. No save points... you lose everything if you don't get out. If you can only do 10 you go down 5. 20... down 10. 50 down 25. With escalating difficulty every level. That's what the Coil is based on, simplified with a scoring mechanic to progress. One the primary modifiers is literally "Attrition"... and rez tokens exist as wipe mechanic starting with the 1st loop. Attrition modes and dungeons are essentially Ninja Warrior... an escalating difficulty obstacle course using traps and enemies culminating in boss encounters as benchmarks for progression. That's what Coil is, not a horde mode. In Onslaught, the wipe mechanic doesn't even begin until the 3rd 10 set and an enemy kill meter and keeping your EDU healthy are the core mechanics of progression.

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