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More predictable legendary upgrades schedule
#22
'Why don't you think current system could be improved? In a way I proposed or another.'

Adding any change in a way that shortens the amount of time for cooldown is more detrimental to the game in the long term, than you (the player not you specifically.) being able to upgrade on a 'predictable cycle'. If this update was to figuratively be added say tomorrow, in 6 months time the game would literally be all in complete beginner mode as the difference between a vanilla legendary vs a upgraded one is night and day even if it doesn't seem like much a team with say an Ailadrodd and 16 crossbowmen vs a team with an Raging Ailadrodd and 16 crossbowmen on the same map you're probably looking at a 20+% time in run completions. (faster) IMO if any changes were to be made to the current system, it should genuinely just be done with a random name generator where the previous months upgrades are left out but all others are upgraded. Maybe the amount available per month could be increased by 2-4 but alas I still fear the original concern I mentioned in this specific reply may take 12 months instead of 6. (This will also mean it could put say an Ailadrodd on in December, after just being on in October, and then again in February. Or it could be 12 months before it comes back.) If this Idea was to be implemented, then to stop items becoming too rare if after 12 months an item has not been rolled, then on the 13th month it will be there by default but the standard amount will apply. So if we take this month into consideration, there are 11 weapons upgradable and 6 Defender items, if these amounts are consistent amounts each month, on that 13th month there may be 12 + attacker and 6+ defender. (If say Ailadrodd has not been available for 12 months and same for Pride, Tiger Scale Armour and Defender Helmet for example then all will be added on the 13th month on top of the 11 + 6 standard ones.) 

Call me an elitist all you want but I don't think changing a system that has been in place for a long time just to cater for people who are casual, or in this case lazy is in anyway beneficial too the mod. If it were up to me personally I'd remove the predictability completely and just add the random name generator idea. But it's not, I also am aware a lot of people would disagree with that but meh.

I'm sure if you asked nicely but the people who are actually paying attention to what has been and collected their data to predict what is upcoming might even share the information you need on when they think item X or item Y will be upgradeable.  I mean they usually can predict it within 1-2 months if they don't get it for say November, chances are said item will be in December. And if they are incredibly unlucky January. (Almost all of this months upgrades were predicted accurately with the data collected by an individual.)

I think what everyone who has replied here is trying to tell you, is if you put the effort in, make the spreadsheets collect data (ask when X and Y were last upgradeable) and put it all in you can eventually formulate almost to the exact month (1-3 Month accuracy I'd say at worst probably.) when an item(s) you are after become upgradable to be able to prepare for that.

Also, for clarification the reason I said 18 months in my original post, was to allow the casual players to collect that expensive kit for say a Legacy. This also at the time makes upgraded items that are incredibly overpowered rarer, and more sought after both for people to bring into runs, but also for those like me who are collectors, if there is 5 Legacy, or 10 Volcanic in the game, I genuinely wish that there was only 1 of each upgraded for both sides of in game ease, and trader/collector specific arguments.
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RE: More predictable legendary upgrades schedule - by Jugg - 20-11-2020, 11:05 PM



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