eff enchanchers, dodge abilities and mayhem vendor token sinks, bonus AI's

Seppo69

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Edit. Of course these are just "wild" rough ideas needing lots of refining. Just wanted to spill them out if MA likes any of them :D

Few ideas to boost game economy, satisfy people with mayhem tokens and make gameplay itself more interesting came to my head today. This would also reduce cost of cycle, but Im sure it would encourage to cycle way more so would be winwin. Also would spice up setups making game more interesting.
  • Efficiency enhancher: ( for example: T1= 0.3%/base eff -> 50% base eff = (0.3/0.5)% =+0.6eff per tier = 6% eff at T10 ; 95% base eff = 0.3/0.95 = 0,316 eff per tier = 3.16% eff at T10 )
    • many materials to craft from various sources (mining, many different mobs, crafted components)
  • dodge abilities (unlockable!) and dodgeable hits from various mobs, some kind of energy shield blocking instead of dodging for melee "fights"? -> no dodge = mob gets resistances = lowers dpp. Rewarding active gameplay and makes it more fun, and makes new purpose for skilling.
  • craftable decaying L clothes with better dodge/block speed buffs, rare mining find chance, crafting succes rate & tt-return (small but meaningful -> also gamblers want to use them and generate some MU) etc
  • BP’s for all of those from mayhem vendor, few UL versions with huge amount of tokens as price
  • base resistances for some mobs -> motivates to skill different weapon classes with different damage types
  • only couple key ingredients per mob, tailings for regular mining too and meaningful use for all loots (more use for extractors maybe?) to give them actually some MU
  • lower swings with more globals more often, but HOFs more rare. Nowdays HOFs usually only come after major losses and are more like relief than actually joyful incidents
  • and bonus AI dailies like we have with old daily token missions. maybe double reward, some guaranteed bonus pill, bigger chance for rare?
Any thoughts? I know that atleast those dodge abilities are absurd idea right now but maybe UE5 makes them possible?
 
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I like the idea of Efficiency Enhancers, but why stop there? We haven’t had any new enhancers since the tiering system was introduced back in 2009. Ideas for new enhancers are almost endless - besides completely new buffs, we could also get adj/mod/imp versions of existing ones. It’s also unclear why heal chips can’t be tiered, that alone would create a sizable market for heal enhancers.
 
I like the idea of Efficiency Enhancers, but why stop there? We haven’t had any new enhancers since the tiering system was introduced back in 2009. Ideas for new enhancers are almost endless - besides completely new buffs, we could also get adj/mod/imp versions of existing ones. It’s also unclear why heal chips can’t be tiered, that alone would create a sizable market for heal enhancers.
Yeah, at very least they would need rebalancing. Now people just use dmg enchanchers and mining depht enhanchers... And why armor enhanchers has to be only 5%? If they were 10% people would use them alot more, even if they break twice as fast
 
Gave me some ideas :p
Volatility enhancer, increases the cost of your gun by 30% each slot. Random chance to hit ultra critical hits (up to 5x total damage of your gun). Regular critical hits will increase by 0.1% per slot.

Safe mode Enhancer, lowers the cost of your weapon by 5% each slot. Also lowers the damage by 5%. Increases efficiency by 0.1% per slot.

Perfected version of damage enhancer 1-10. Each slot boost 20% damage, but will cost 25% more per shot. Efficiency will be lowered by 0.5% per slot.
 
Why these kind of things always come tome head when I should study to exam or something... Anyway.. instead of "complex" (in eu) dodgesystems, simple replacement could be energy shield, that need to be timed right: Mindforce chips that absorb huge numbers of damage. Like quen ability in Witcher 3. And those shieldable power attacks from various mobs also would deal huge damage, so that those hits really need to be shielded. In addition those power attacks could bring some debuffs and decay armor way more than normal hits. Would be way more fun than Ice Shield.

I mean Khan is already fun with so little more active gameplay needed. This would be simple to implement too, I would think.
 
Gave me some ideas :p
Volatility enhancer, increases the cost of your gun by 30% each slot. Random chance to hit ultra critical hits (up to 5x total damage of your gun). Regular critical hits will increase by 0.1% per slot.

Safe mode Enhancer, lowers the cost of your weapon by 5% each slot. Also lowers the damage by 5%. Increases efficiency by 0.1% per slot.

Perfected version of damage enhancer 1-10. Each slot boost 20% damage, but will cost 25% more per shot. Efficiency will be lowered by 0.5% per slot.
Actually why not adj/imp/mod/aug enhancers with slight increase using different resources to lower the whatever that keeps cost up?

Damage enhancer: 10%
Adj: 11%
Imp: 12%
Mod: 13%
Aug: 14%
Perf: 15%

Make blueprints L in case it turns into a total shitshow the BPs can just stop dropping
 
Actually why not adj/imp/mod/aug enhancers with slight increase using different resources to lower the whatever that keeps cost up?

Damage enhancer: 10%
Adj: 11%
Imp: 12%
Mod: 13%
Aug: 14%
Perf: 15%

Make blueprints L in case it turns into a total shitshow the BPs can just stop dropping
And Exceptional ones (with 1/1000 drop rate of regular) to buy from the Mayhem Trader
 
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