Ways to improve the rift
Recently I saw someone do the math for the rift and spoiler.. it’s not pretty. It’s nearly impossible to grind it out to max even with the challenges included, and the challenges themselves feel frustrating and downright unrewarding at times. Here’s a few suggestions to fix(?) this.
- make challenges easier. If the rewards fragment wise aren’t changing then why on earth do the challenges get harder, and why do they scale so ridiculously to downright impossible levels? (I’m looking at you catch every survivor in a trap in one match)
- make rewards more rewarding. This is simple, if not suggestion one then do this instead. These challenges while not impossible are crazy hard, and don’t feel anymore rewarding or satisfying to complete. If the fragment rewards are up scaled then there’s more encouragement to do it, to alleviate the grind.
- buff and or rework XP fragment gain. 800 per match is crazy and I find a player gets on average 500 xp per match. This is a frustrating amount of grinding for 1 tenth of a tier. It’s literally impossible for the average player to do this and anyone who has a life won’t be able to get far either. The remedy is to make the XP fragments significantly easier (around 400 would be a welcomed change) or make it based on matches played. If it was a flat consistent 1 shard per match and maybe 2 for every Double Pip it’d be way more consistent and less grindy.
- make fragments based on emblems. A method where fragments are earned for every iridescent medal would be great, but maybe too great. It’s an idea nonetheless.
- introduce a whole new way to earn fragments, my idea is a new “competitive” game mode. Make a game mode where every player only has the adept perks of their character, no items, add ons, or offerings. This not only breathes more individuality into the survivors, but the extra rewards would encourage people to step out of their comfort zone and play something that in my opinion would have way more personality, challenge, strategy, non-toxicity, and overall fun value. This mode would offer a fragment for playing, a fragment for winning, and a fragment for double pipping meaning a perfect game has you walking away with 3 fragments a match.
Comments
-
I honestly don't get the fact that the challenges get harder but the rewards stay the same.
3 -
I know right? It makes no sense.
0 -
These are interesting ideas, however a amount refinement would be needed otherwise the tiers would require more fragments to complete them.
There are problems with it, especially time wise for completing the damn thing, the challenges to speed it up and the rewards provided. I agree with most of what you've written.
The challenges are challenges, but possibly if you wanted easier challenges, you could spend some of your rift fragments or a generous amount of BP (like about 400,000) to decrease the difficulty. Possibly would decrease the rewards earned but it would make those story specific ones a bit easier to earn,
Some of the "Complete In a Single Trial" challenges are a bit ridiculous considering the game's design and shouldn't be asking the player to throw the match to complete the objective. A good example of this is the Plunder's challenge in tome 1. I'v had survivors DC, sandbag and throw hard should another survivor take a chest. Less of those sort of single trial challenges and more passive over time matchs or better single match challenges that meld naturally with the gameplay. Also to remove the frustration a couple of these bring, at some pointit does feel like a chore which is always bad in a videogame, since then your not having fun.
There's not alot of rewards the challenges, but the point is your working towards the rift rewards. But a good improvement would be each tome increases the challenge rewards earned by half or even double. But to entertain the idea a bit more. It wouldn't be too crazy to have specific character cosmetic rewards based on the related rift in each tome at the end of those branch's requiring you to beat all the side specific challenges in the tome to earn them. But as stated it's not really a pressing issue.
I strongly disagree with the XP gain, if you the play the match right you will always net around 700 xp. It's designed so a fragment is earned every 2 matchs.
The emblem idea is good but providing fragments via emblem quality is problematic. the faster you gain fragments the harder it will be to complete tiers. This also would promote some players to be toxic. I would suggest an XP boost for each emblem quality. 50 bronze, 100 silver, 150 gold, 200 iridescent. It would be possible to knock out a fragment each match this way and promote better play, hopefully. It would also feel less sluggish to progress.
Everyone want's a new gamemode, but i wouldn't ask for one with the amount of problems the game has currently.
I would like to add my own ideas however.
I wouldn't mind another use for iridescent shards honestly, i only ever use them for cosmetics i want and i pretty much love what iv gotten.
Would be nice to use them to unlock tiers like the auric cells but there slightly more costly, about 400 per tier, while still requiring you to earn them at a decent pace and not just smash out all the tiers.
The other idea i would have is just simply have a certain amount of iridescent shards convert into a rift fragment at about 100 for 1 fragment.
1 -
This is their first attempt at the tome, so hopefully they'll take the feedback and improve it next time.
1