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Key Shards, QoL and General Suggestions

#8
(03-23-2018, 03:10 AM)Brassx Wrote:  For them re-rolling specific stats, that's probably a bit too much. We have runes that exist already to re-roll stats, that would completely nullify those as you can choose specifically what stat you want to re-roll. Not to mention there's much less risk involved. It just seems a little TOO much. Perhaps rethink other things.

As for this idea overall. I do like the idea of a shop or some kind of currency you can turn weapons into, but thinking of things that are worth it to spend said currency on that IS NOT just a random item roll, is tough. I see why you picked re-rolling a specific stat, but it's just not something I think should happen at this time. I'm not really sure what that could be replaced with though. Just turning them into keys wouldn't bring people back at all, because that's nothing but a simple quality of life update.

I agree somewhat with the sentiment that upgrading a specific stat over time is a bit much, but it can definitely be done in small enough increments to make creating a perfect weapon extremely painstaking, thus balancing the process. I was imagining thousands of essences being used to increase a primordial's damage or firerate stat by a meager .1%, while the lower tiers would be rather simplistic to max out given enough essence.

To further expand the idea, it is possible that you could literally "forge" a weapon using the essence currency, thus negating the RNG variant of a random roll. These weapons would likely have values based on how much essence was inserted, and would have a certain level of instability- I'm imagining a process by which you can "mold" a weapon with 100 essence(As a base)- You can allocate the essence freely between all available stats, and when the weapon is forged, the value of the allocated stats is heavily favored towards the stat where the essences were allocated, albeit with a region of uncertainty where there will be a small degree of RNG to create a unique gun.

However, I don't quite like this idea because it feels like we'd be taking the old NTG way of crafting guns. To be honest, I'd like to avoid the whole idea of "metals" and crafting if possible. It feels overused and, at least in my opinion, gives players too much control and the ability to create a gun that's absolutely absurdly powerful or dumb. I don't personally feel that players should ever have total control of what suffix or stats are being put onto a gun.

To clarify, my suggestion is allowing the player to upgrade an existing gun's stat, not reroll a specific stat. Rerolling a specific stat is far too powerful, because it allows a player to roll 15% to 25% on the first try with virtually no effort, potentially. The runes that exist would still be VERY useful for rerolling the gun in its entirety and receiving a good base to work on using this system, but wouldn't be used once you had obtained a stat baseline that you felt comfortable on spending essence to upgrade.

I will admit, everything that you said there is something that I considered quite heavily before making this post, but even still I do think that upgrading guns like this is a step towards having "replayability" and progress in FRG.


EDIT:
I just realized that most primordials are enhanceable. This complicates things a bit, as for some reason it didn't click that this limits the usability of slowly enhancing a primordial. In that specific case, it may be possible to gain additional points of a stat on an enhanceable primordial, which cap out at another level seperate from the normal enhanceable cap. Of course, this could also be true of the non-enhanceables. I'd recommend an additional possible 2% on each stat, obtainable over a long period of time. This would also be applicable to godlikes that already have maxed stats, and would appear in an different, golden color past the normal green/red bar of a gun to indicate that the gun's stat has been "enchanted".
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RE: Key Shards, QoL and General Suggestions - Nivendo - 03-23-2018, 03:41 AM

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