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Upgrade UVs with "Heat Tanks"

9 respuestas [Último envío]
Jue, 08/09/2012 - 22:27
Imagen de Unthought
Unthought

This notion is a concept to address several problems with existing gameplay:

1. Heat is useless with fully upgraded gear. A player who opens a treasure box with heat has "lost" compared to a treasure box with crowns.
2. UVs are akin to gambling in terms of acquisition and the "jackpot" of Very High or Maximum.
3. The gulf between 5-star max heat gear and 5-star max heat gear with 3 highest value UVs can only be crossed via random investment. This is dissuading both to FtP and PtP players, as the investment is uncertain.

Let the gremlins or Boost sell "Heat Tanks" (not sure if these should cost cr or CE). These tanks would occupy a trinket slot (thereby still requiring a CE investment), and would fill if none of your other gear needed heating. Once full, these tanks could be used by the gremlins to upgrade a single UV, requiring more tanks to upgrade at the higher levels. For example, to upgrade a UV from Low to Medium might cost 1 Heat Tank, while upgrading a UV from Ultra to Maximum would cost 16 tanks.

Tweakable variables:
How much should Heat Tanks cost?
How much heat should it take to fill a Heat Tank?
How many Heat Tanks should each level of upgrading cost?

Jue, 08/09/2012 - 22:36
#1
Imagen de Waffleconecake
Waffleconecake
i like this buuuuuuoooouuuut

i feel you should be able to sell heat at end of stage for like a 3 heat to 1 crown racieo like there is a option to "sell heat" and a "use heat" option at end of level this would make the issue of unused heat and help newer players farm that needed crowns to get the next gear set. you could work this into some sorta trinket like a "heat compressor" that stores heat and terns it into "intense heat" i more powerful heat that would be worth more , it would be 5 heat for 1 "intense heat" being worth 6 normal heat.

Vie, 08/10/2012 - 12:27
#2
Imagen de Derpules
Derpules
Ha.

"For example, to upgrade a UV from Low to Medium might cost 1 Heat Tank, while upgrading a UV from Ultra to Maximum would cost 16 tanks."

1) There is no "UV Ultra". Weapon UVs go Low, Med, High, Very High. Non-weapon UVs go Low, Med, High, Max.

2) This would destroy the UV market. Currently, a Max/VH is worth 3-5 times as much as a High, and good multi-UVs are very expensive to get (even with UV-locking). With this, everyone could make triple maxes for next to nothing, eventually. No thanks.

"UVs are akin to gambling in terms of acquisition and the "jackpot" of Very High or Maximum."

That is an intended design feature. It drives much of the game. I know people who've spent thousands of dollars to feed their UV gambling addiction.

Vie, 08/10/2012 - 15:07
#3
Imagen de Little-Juances
Little-Juances

Heat is just placed there to slow down things and force bound equipment for 4-5* crafts. We shoudlnt benefit from it.
It's in some way akin to experience points. Once you hit the level cap, they become useless, deal with it.

Maybe remove the randomness of drops and make them always give equal amounts of crowns and heat.

Sáb, 08/11/2012 - 04:30
#4
Imagen de Unthought
Unthought
1) There is no "UV Ultra".

1) There is no "UV Ultra". Weapon UVs go Low, Med, High, Very High. Non-weapon UVs go Low, Med, High, Max.

Huh. Good to know. Any idea why they use different naming methods? The system of doubling heat tanks still works.

2) This would destroy the UV market. Currently, a Max/VH is worth 3-5 times as much as a High, and good multi-UVs are very expensive to get (even with UV-locking). With this, everyone could make triple maxes for next to nothing, eventually. No thanks.

It would affect the UV market, but it wouldn't destroy the UV market. For one thing, the value of the highest UV is in part from the fact that if you buy a (for example) Medium CTR UV on a weapon, then buy a High CTR UV weapon, the money spent on the first weapon is wasted. This causes players to save or hold off on buying lower UVs, or even abandon the market as unreachable. If you could improve UVs with the application of time and money (whether in-game or real money) the value of the highest UVs might go down, but the mid value UVs would increase.
In terms of investment, that would be a function of how much Heat Tanks cost, and how long they took to fill. Hypothetically say a heat tank cost as much as a Silver Key, 750ce. You buy a heat tank and a trinket slot (150ce) to hold it in. You fill the tank with heat (taking as much time and heat to fill as a 5-star item). Once full, you take the full heat tank to the gremlins along with an item with a low UV, and get out the same item with a medium UV. The heat tank is now gone, and more must be bought to continue upgrading. Assuming the number of heat tanks required doubles for each level of UV, to get a UV from low to Very High (or Maximum) would require 5400ce, plus the time to fill the Heat Tanks. Hardly next to nothing. It wouldn't even eliminate rolling for UVs as you would still need rolls and rerolls to get combinations of UVs on single items. And if you think that value is too low or too high, you just have to adjust how much Heat Tanks cost.

That is an intended design feature. It drives much of the game. I know people who've spent thousands of dollars to feed their UV gambling addiction.

But is there more money in the people addicted to UV gambling, or the people interested in UV investment?

Even if you don't think UV upgrading is a good idea, there should still be a purpose for heat once your gear is fully upgraded, otherwise it is so many useless particle effects.

Sáb, 08/11/2012 - 05:00
#5
Imagen de Ewbte
Ewbte
-1

No. UV means Unique Variant which can't be upgraded.

Sáb, 08/11/2012 - 07:27
#6
Imagen de Derpules
Derpules
@Unthought

"If you could improve UVs with the application of time and money (whether in-game or real money) the value of the highest UVs might go down, but the mid value UVs would increase."

No, they wouldn't increase, because they too could now be obtained more cheaply by upping a low or med.

Also, you say "the value of the highest UVs might do down" as if that was a minor thing. Let me point out a fact of the current UV economy: an ASI VH Flourish sells for ~25k CE. An ASI High Flourish sells for 6-8k CE. How are the people with ASI VHs going to feel after this change? Pretty damn silly, and upset.

"Assuming the number of heat tanks required doubles for each level of UV, to get a UV from low to Very High (or Maximum) would require 5400ce, plus the time to fill the Heat Tanks."

In other words, it would cost--for the most popular UVs--1/5th to 1/6th of what it currently costs. That's pretty major.

"And if you think that value is too low or too high, you just have to adjust how much Heat Tanks cost."

Yes, true. In principle, I can imagine an implementation of this idea that would not make me ragequit.

However, I'm not sure you'd be on board with it taking 10k CE worth of heat tanks to upgrade from High to Max (or VH, for weapons). . . .

"But is there more money in the people addicted to UV gambling, or the people interested in UV investment?"

Also a valid point. It could be that this would make more money for OOO in the long run. I couldn't say.

"Even if you don't think UV upgrading is a good idea, there should still be a purpose for heat once your gear is fully upgraded, otherwise it is so many useless particle effects."

Sure, but it all depends on what purpose.

One thing I wouldn't mind seeing is an "overcharge" function, where excess heat earned is automatically stored in your equipment as a temporary boost. So you could get heat level 11+, but it would deplete back down to lvl 10 over the course of the next 24h.

Sáb, 08/11/2012 - 08:09
#7
Imagen de Thimol
Thimol
-----

Uh-oh.

This is a big no.

This would lead to a lot more maxed out UVs. You can figure out what happens from there.

Sáb, 08/11/2012 - 13:14
#8
Chaossonata
Maybe it would be better to

Maybe it would be better to be able to trade heat tanks for variant tickets? That way you're not guaranteed extremely good UV's, but at the same time it would allow people to siphon off extra heat for more rolls. Just an option

Sáb, 08/11/2012 - 14:06
#9
Imagen de Aureate
Aureate
Processing Thoughts of You Always

...People in endgame often have fully heated gear, with nothing to do with their heat.
The rich people (who can already afford to max out their UVs by rolling) will have an even easier time to max out their UVs. This will remove one of the biggest crown sinks from the game, leaving a whole bunch of crowns that they can then use for other purposes.
Purposes like trolling the CE market.
This is a terrible idea.

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