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Proteus was on CPT-MAELSTROMS stream, so we took the chance to ask some questions. I think these Infos are interesting for everyone here.

Q: Will a 6-people squad be a thing ever?

"Yes we'd like to update party max to be 6, we just ran out of time"

Q: XP gain against higher levels seems a bit slow. Will there be changes made?

"We'll be bumping up XP from behemoths slightly in the next patch, so max gains from a behemoth 5 levels above you will be 225"

Q: It feels like the harder events give the same rewards. Will that change?

"Yeah we have some tuning to do on some of the events. Some of the harder events aren't giving enough"

Q: Have you considered weapon xp boosts like the escalation boosts?

"It would be interesting to add an XP boost in elite Hunt pass if that's what you meant. We had plans for various XP boosts but ran out of time. Still trying to figure out how to implement in the best way. We want to see how the tuning plays out first though"

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almost 4 years ago - /u/Proteus505 - Direct link

Originally posted by Swarzsinne

It's not a thing, and he did say tuning passes are needed first, but I genuinely hope they don't keep the possibility of XP boosts in mind when deciding on what a "fair" rate of leveling is.

Yeah we want to get the normal rate of XP gain to be fair and engaging first but we have to take it one step at a time and look at feedback and data long the way. The increase to higher level behemoths is step 1 and we'll keep evaluating at every stage.

almost 4 years ago - /u/Proteus505 - Direct link

Originally posted by Meirnon

If an XP boost happens, I'd rather see it as a purchaseable node late on the slayer's path than as something that's monetized.

If it has to be monetized, I'd like it to be low and shared with everyone in the same hunting grounds as you - something like 5%, so a maximum of 30% if all 6 players have it.

Yeah those are good ideas. Did players enjoy the Escalation boost mechanic?

I like the idea of economic boosts for Slayer's Path. We've been ideating on this for a bit.

almost 4 years ago - /u/Proteus505 - Direct link

Originally posted by Jhairce

Hey Proteus. Really appreciate the info you give us.

I personally think the new EXP values are almost perfect. I honestly hope the next tuning pass on it makes the EXP gains from a behemoth 5 levels above you land at 250 experience.

To piggyback from these questions, I was wondering if "Double EXP weekends" or events of that sort are a possibility in this new world. It's highly likely that people would not want to miss that kinda opportunity.

The 1.5.1 patch will have a value of 225 XP for behemoths 5 levels above you. We definitely want to do XP boost events like you're talking about. And Rams/Merits events aren't out of the question either. That will likely come a bit later because our systems need a bit of work to support that.

almost 4 years ago - /u/Proteus505 - Direct link

Originally posted by Meirnon

Escalation Boosts are largely maligned due to how intrusively the game attempts to sell them to you, ephemeral durations shortened by counting down their duration regardless of whether or not you can utilize them, free boosts earned from the hunt pass disappearing from the your offers section of the store on season rollover, and general uselessness when you have your escalation at level 25, something you'd probably be able to do twice over by the time you finish grinding.

I would suggest being very, very careful about how you approach any XP/Economic boosts in MTX at the moment. Due to the way bounties are handled right now, particularly with the problem of free bounties vanishing on people after a season ends (which I sincerely hope you consider changing now that bounties fulfill an entirely different role in the game), and it would be fair for people to see this as you double-dipping the MTX progression sources in a system where even the single-dip is straining trust because of how it's working in practice, with people feeling shut out of reasonable progress or the promised "3-4 hour grind to 20" the moment they run out of bounties.

Take it with a grain of salt, but I'd rather see such bonuses attached to the Slayer's Path.

Thanks for the feedback. Our target length for Reforge was 4 - 6 hours which appears to be what we're seeing. We'll adjust based on feedback though if that doesn't feel good. I don't mind the idea of Reforges being faster, but we also want your first time through the game to be much longer, but right now it's the same XP system for both so it's hard to tune. XP boosts are a way to achieve that, by unlocking boosts later in the game after you've reforged or unlocked something. Can't commit to anything right now because we have to see how things play out.

almost 4 years ago - /u/Proteus505 - Direct link

Originally posted by Manujiiva

An other way to get aetherheart beside reforging would appreciated, because right now i am not willing to reforge over and over again, i find it very annoying to nerf myself over and over again, making me quit the end game state along the way.

If reforge was like the vault coin system, it would have been more enjoyable: Once you hit level 20, you can reforge without losing power and resistance so you can stay in end game areas, you get an aetherheart, a reforge frame, empowered nodes and you can keep getting XP to get back to level 20, similar to how we can keep getting hunt pass XP to get vault coin after finishing the hunt pass.

We're talking about offering other ways to get Aetherhearts, but we still believe that Reforge is where the vast majority will be gained. We realize that not everyone will like a prestige mechanic but we think the benefits to the health of the game outweigh the costs. We want to keep adding content to the entire world and enriching the whole experience on all islands, and having people continously cycle through that keeps the experience fresh, keeps queues healthy, and allows us to build content for all players more easily.