07-25-2015, 02:46 PM
I've read the suggestions in this thread again and actually found out that I had missed Ray's last reply in this thread. Ray said, "I'm going to pick a solution out of these for the next patch that I feel is most beneficial to the game, which is as mentioned what I feel would work best for everyone." which I'm happy about.
After reading, Analog's idea I like it, but maybe a tiny difference to make it ever so slightly better. I'm referring to mainly his second point in which he suggests (paraphrased) "Unlock duo/group after ACCESSING the last boss of solo mode (you don't have to defeat it.) You won't be able to beat the last boss of the challenge until you beat it in solo..."
I like this idea and think it would give players a chance to get the cp I feel they deserve. However, maybe switch it up just a tad so that you unlock the duo/group after beating the first enemy in solo, HOWEVER you can only get cp (and other resources) from the same enemies you have defeated in solo. For example, Silver werethings you beat the fist 5 enemies, you have silver werethings duo and group unlocked, however, when you do them, even if carried by a higher level player and beat the last boss, you only actually get credit for the first five since that's how far you've gotten in solo.
Now a small problem I see with Analog's number 2 and my slightly different suggestion would be explaining either of them. Unless you add some kind of help section I don't see a way to explain this in-game. Since this would be something that affects low level players this could be an issue.
An additional problem I see with these is a much smaller problem in Analog's theory, but a bit more noticeable in mine. People may just leave the party after they've defeated the last enemy they can get credit for. I mean, if you're only to get credit for 5, why sit around and even try beating the rest? As I said this isn't much of a problem with Analog's idea since there would only be the last boss with which this could happen, but since it's only one I think only assholes would quit when there's a good chance of winning. With mine they could leave much earlier leaving the rest of the party up shit creek.
Also, I think these ideas would work with either the old solo difficulty, or the new and it wouldn't affect it too badly, so I don't really have an opinion on which it should be if this method is implemented.
I thought about this and figured I should throw one more consideration since it seems like Ray will do something. I'm looking forward to what it is.
After reading, Analog's idea I like it, but maybe a tiny difference to make it ever so slightly better. I'm referring to mainly his second point in which he suggests (paraphrased) "Unlock duo/group after ACCESSING the last boss of solo mode (you don't have to defeat it.) You won't be able to beat the last boss of the challenge until you beat it in solo..."
I like this idea and think it would give players a chance to get the cp I feel they deserve. However, maybe switch it up just a tad so that you unlock the duo/group after beating the first enemy in solo, HOWEVER you can only get cp (and other resources) from the same enemies you have defeated in solo. For example, Silver werethings you beat the fist 5 enemies, you have silver werethings duo and group unlocked, however, when you do them, even if carried by a higher level player and beat the last boss, you only actually get credit for the first five since that's how far you've gotten in solo.
Now a small problem I see with Analog's number 2 and my slightly different suggestion would be explaining either of them. Unless you add some kind of help section I don't see a way to explain this in-game. Since this would be something that affects low level players this could be an issue.
An additional problem I see with these is a much smaller problem in Analog's theory, but a bit more noticeable in mine. People may just leave the party after they've defeated the last enemy they can get credit for. I mean, if you're only to get credit for 5, why sit around and even try beating the rest? As I said this isn't much of a problem with Analog's idea since there would only be the last boss with which this could happen, but since it's only one I think only assholes would quit when there's a good chance of winning. With mine they could leave much earlier leaving the rest of the party up shit creek.
Also, I think these ideas would work with either the old solo difficulty, or the new and it wouldn't affect it too badly, so I don't really have an opinion on which it should be if this method is implemented.
I thought about this and figured I should throw one more consideration since it seems like Ray will do something. I'm looking forward to what it is.
