u/CanadianWinter20

Trials lack depth and sense of reward. What if we had Trail Points to redeem for prizes and stash upgrades as incentive for ranking high in trials?
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Trials lack depth and sense of reward. What if we had Trail Points to redeem for prizes and stash upgrades as incentive for ranking high in trials?

Let’s face it... currently the trials are not really that engaging or rewarding and many of us choose to do them as a means of creating our own endgame. Wouldn’t it be nice if there was additional reward or incentive to perform well in the trials and there was legitimate excitement for getting really high scores? Because currently all you need to maintain hotshot is a decent score each week. Nothing really high reaching. So lets come up with something more rewarding. We can keep the current rewards but add something more:

Imagine this: Based on how high you rank in your division 1-50 (no trial points for 51-100) you gain trial points and prize points. Also the points are higher based on your division. With daredevil, hotshot and cantina legend offering the most points.. You can redeem the trial points eventually for stash upgrades and other passive buffs to your stash or inventory.

Examples of rewards for trial points: Upgrading your metal stacks from 50 to 55 to 60 to 65 (same for other basic mats). Upgrading crude explosives stacks from 10 to 12 to 14 to 16 etc. Upgrading advanced mech/electrical from 5 to 6 to 7. Complex Weapons 3 to 4 to 5. And so on.

Examples of rewards for prize points: Loot boxes that contain misc items but also contain entire high tier loadouts. The loadout takes up only 1 inventory slot and you can examine it to see the contents. You can then choose to ‘’open’’ the loadout and then it shows up in your inventory screen. The loadouts cannot be traded or given to other players and they are tied to your account.

Experimental idea: Imagine if in the loot boxes you could also get an exotic variant of existing weapons? Basically a more powerful version but with meaningful balance built in. In order to prevent cheaters and dupers from filling the economy with these weapons we can make them Unsharable just like the loot boxes themselves. Cannot be given to other players. And the weapons themselves will not be too powerful but still provide a meaningful upgrade and mostly towards white, green, blue weapons. And any direct damage buffs could be towards ARC only.

Examples of exotic weapons:  A ferro where every 4^(th) shot is an explosive round. When that round connects with an arc it detonates after a 2 second delay to deal double damage . VS players: the 4^(th) shot deals just regular damage and no explosion. A rattler which has a larger clip and higher armor penetration. It also tags every arc enemy it hits and the tag remains for 15 seconds for your whole team to see. Note: No imbalance for pvp.

If you have other ideas or variations please share! Whether for the rewards, passive buffs, or weapons or anything else.

u/CanadianWinter20 — 12 hours ago
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These would be the kind of collectibles that people would actually be excited to find rather than ducks and boats. Since they can be sold to vendors or be part of a special collection where you can redeem for more meaningful rewards.

CARD Design: Every card will have a front and backside. Front could feature art and backside could feature lore or a short story. Maybe even dialog from the characters.

The cards take up inventory space topside but take up no stash space since they will be collected in a new trading card Binder which is sorted by category of cards. The cards can be sold to vendors or they can be collected and once you collect enough or redeem certain sets you can claim new meaningful rewards. Such as permanent buffs to your stash (basic mats like metal going from 50 to 55). Or weapons/items/cosmetics and potential special loot boxes. The rewards right now aren't too important. The devs could figure that out... but the core concept of the trading cards as collectables I feel is what matters.

Augments will have extra slots for cards: The green/blue/purple augments each will have 1-4 extra specialty slots just for trading cards (similar to trinket slots). Maybe 1 slot for the free kits too.

FOIL cards as a risk amplifier: Very rare foil versions of all the cards exist and these create extra tension because they Cannot be placed into safe pockets or specialty slots. They also Emit an orange glow on the player’s clothing every 3 seconds and can be seen from a distance. This can alert other players (and arc) that this raider has a valuable foil card on him and create emergent high tension gameplay. If you extract with a foil it can permanently be ticked off in your collection and goes into a separate non redeemable binder. It also awards you coins upon extraction and an item from a select specialized pool based on which card it is. Collecting enough foils could maybe unlock permanent stash buffs.

Examples of trading card sets: 1) The NPCS from the game (uncommon). 2) NPCs on vacation (rare). 3) NPCs in alternate costumes (very rare). 4) Weapons of each rarity. 5) Arc enemies. 6) Battle Scenarios. 7) Beautiful Vistas.

Examples of redemption: Medium rewards based on redeeming 3 cards out of any set of your choice. High tier rewards for redeeming subsets and highest tier rewards for full sets.

Possible rewards: Lot of possibilities. Can be complete loadouts with good gear that take only 1 inventory slot. Upon redeeming a loadout it enters your inventory. Can also redeem tier 4 version or an exotic version of a weapon upon redeeming any 3 copies of the same weapon card.

Loot Boxes: can hold entire loadouts, cosmetics, patches/pins for your outfits, accessories that offer small passive non-combat buffs and last for multiple rounds, special item variants like heavy fuze grenades that also release fire like a blaze grenade after exploding, or special weapons that are exotic versions of existing weapons. Possibly the exotic weapons only deal extra damage to arc to maintain balance for pvp. Example of an Exotic weapon: A Ferro where every 4^(th) shot fired is an explosive round that detonates 2 seconds after impact for double damage. And some of the items inside the loot boxes could maybe be exotic/special upgraded versions of existing items.

Love to know what you think! Please share your ideas.

u/CanadianWinter20 — 8 days ago
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The trials system has numerous problems. Especially if you try to get a really high score only to get shot in the back by players. No one considers that rewarding gameplay. Unsolicited PVP when attempting a PVE objective is likely one of the top reasons why players quit. Nothing is more deadly than a rogue player showing up when you're fighting Turbines or anything else. PVP in this game is great when everyone is on the same page.

So how do we SOLVE this? I would like to see PVP missions and PVE missions and WEAPON based CHALLENGES to add longevity to the game. Share your ideas.

Imagine this:

Ferro Bombadier Challenge on Riven Tides: You load in with a dev determined kit. A Ferro 3 with grey attachments and a Kettle 3 with grey attachments. A reasonable amount of ammo and fair amount of bandages/shields and a few misc grenades. You are incentivized to seek supply drops for extra supplies. Your goal overall is to kill 2 bombadiers all on your own with this weak kit. It's a 30 min round and it's entirely solo with no other players. You get a score based on whether you kill 1 or 2 and how quickly you complete this objective upon extraction. This can determine ranking. Getting a certain score can permanently upgrade your kit for this objective so you can then start eventually with a Ferro 4 and Kettle 4 both with better attachments. This leads to a progression system. Then you are able to obtain higher scores to rank up in the challenge. Based on how well you rank you can unlock permanent buffs to your stash. Such as your metal stack being able to grow from 50 to 55. EDIT: PVPVE versions of this where it's a SOLO FFA are possible too.

Ferro Turbine Challenge on Riven Tides: Similar scenario for the loadout except you get some Barricades too.. Turbine spawns right away. Have to kill 1 Turbine without any deadlines or any fancy gear. Just you and your Ferro and Kettle and some grenades. More ammo will be provided for this challenge but special supply drops can be littered on the map with more ammo than usual. You can upgrade your loadout only if you deal enough damage to the turbine. This will lead to a progression system just like the previous challenge.

Light Impact Grenade Challenge: It would give you a loadout of 100 of them and some special conditions and bonus points multipliers. Bonus score multiplier for the variety of different enemies you kill with the light impact grenades.... to create incentive to seek as many targets as possible. Grenade bags could also descend down onto the map with a parachute guarded by arc patrols.

Other scenarios: Imagine this having variations for teams where you and squad has to take down 2 turbines all on your own. . Imagine this CHALLENGE system with Hairpin vs Bastions. Or kill 20 arc with Hairpin. Or imagine a Shredder Arena.

PVPVE Variations: Imagine this system but it's 3v3v3v3 format. The goal is to retrieve a special item that drops from one of the pieces of the Turbine. All the teams will be fighting for that ONE piece. Your entire team gets a score based on whether you extract with that piece and how quickly. There could be potentially multiple turbines to fight over. This formula can also apply to Bastions and other enemies.

REWARDS: Based on how well you rank you can unlock permanent buffs to your stash. Such as your metal stack being able to grow from 50 to 55.

If you have other ideas for rewards or concepts pls share.

u/CanadianWinter20 — 12 days ago