Want to fix the current game state? Make talents crafting compnents!

Suggestion

One of the more beautiful elements the dev team incorporated is the sheer variety of viable gear builds. We have numerous talents and brand sets to play with to fine tune our character to maximize performance based around how we want to play. Unfortunately, in the current game state, the path to this feels a bit unrewarding, and even a little incomplete. One main problem players are finding, is that variety is strangled by minor nuisances like stash space, making it difficult to collect more than one or two specific builds. The other problem is our current path to obtaining desired stats is all achieved through RNG grinding. This has players sinking time farming for rolls, which can start to limit playstyles, prioritizing the fastest ways to collect the largest amount of slag instead of playing how they'd like to.

My proposed solution: Make gear talents be harvestable rare crafting components.

If you break down junk you have a small chance of a talent being saved as a component in addition to the rest of the bits you get, or you can extract a specific component for a material cost at the recal bench. These would retain all their base properties from the gear they came from. I.e. an offense talent, like breadbox, from an ilevel 475 SMG gives you an ilevel 475 component that can only take an offense talent slot on another SMG. This would still leave the current recalibration system in-tact, and allow players to "bank" specifics like they want without mitigating any of the soft caps in the current progression system. Add their own inventory that functions like the gear mods inventory, so trait components you decide you don't want later can still be deconstructed for a diminished return of resources, or sold for coin, but also couldn't be hoarded infinitely.

This would also let players craft gear with specific talents, vastly improving the current crafting system that most players are currently avoiding. Now if you want a Vector with killer/jazz hands/wastically, you simply need to find 3 SMGs with those talents and extract them, then have the corresponding blueprint. Now when you go to construct the weapon, you can either slot up to 3 talents, or allow them to be rolled randomly. Not only would this incentivise players to craft items, but it would also stem the currently approaching gear grind burnout players are going to run into when the only path to viable equipment is farming specific encounters over and over, hoping for the right thing to finally drop. Implementing this gives concrete elements to work towards, so builds can be deliberate and more easily accessible across a wider player base, rather than only allowing for power gamers to min/max simply from volume of time sunk. Having ilevel incorporated into these components would also allow crafting of gear above the workbench's softcap, making crafted gear viable at all levels of gameplay.

This solution solves some of the bigger problems the current end game has. Stash space is cured because trait components have a separate cache. Crafting immediately becomes viable and rewarding. Recalibration becomes voluminously more important and integral, rather than just being a needed nuisance to bump over a soft cap. The end game grind is cured because players are now given multiple pathways to achieving a desired build that's not entirely centered around RNG. Having goals that can be achieved intentionally are much more rewarding, helping cement the longevity of the player base.

This would take quite a bit of revamping to achieve, however I feel it's currently the best option available.

Posted Apr 9, 2019, 1:59 AM UTC

114
Speedy_Style•

Or at least allow recalibration with crafted gear.

1
PressingissuesOP•

That would help a little bit, but adding the additional component element would greatly improve your ability to customize crafted items, which I feel is necessary to make end game builds more accessible to a wider player base.

1
Divineye09•

What’s the point of having four different gear set slots when you don’t have room in your stash for more then two?

1
PressingissuesOP•

This would improve that as well. You'd have much more space to work with so you can carry a variety of sets, while having the new freedom to deconstruct with the potential return on trait components. The only problem that presents is it forces another inventory tab you'd have to manage, but I personally feel the benefit outweighs the mild inconvenience.

1
Divineye09•

It would be nice if they would give us a closet to “hang up” our load outs that existed outside of the stash

1
PressingissuesOP•

I think that would be cool as well, but it only functionally solves a smaller issue. Being able to extract talents into components would give us more bag space to work with up front, so carrying around 3 or 4 sets will have much less of an impact on our inventory. Plus with the addition of being able to craft talent specific items, it would also decrease the need to collect and hoard large amounts of items just to get the specific rolls we're looking for.

1
x0x_CAMARO_x0xDeployed in DC•

Why would you want a chance to recover the talent on dismantle, when the current recalibration guarantees to can move what you want to where you want?

This sounds simply worse to me because then you would have to have RNG on your side to even get the component anyway.

Sorry, I dislike this more than what we currently have.

0
PressingissuesOP•

Because you'd still need the other crafting bits. Having the chance for one to poop out would just be an additional bonus when smashing junk. I also said specific talents can be extracted. You should reread it a bit more closely, as it appears you've missed my point.

2
x0x_CAMARO_x0xDeployed in DC•

I am not understanding. If you can guarantee an “extraction” of a talent, why do you need the random drop?

I did not miss your point, I don’t understand the point of randomly generating additional copies of the talent. When I want a talent, I save 1 or 2 items with it and use them. I don’t see any benefit to having more talents that were “pooped out”.

Also, can you imagine the ridiculous inventory system that would be needed to track this? If you could have 1 talent at ilvl 475, one at 476 and one at 477.

Are you telling me that we may have 20 copies of this talent “pooped out” that we now need a new inventory to manage?

And one last thing, talents work 100% the same whether you get it at level 200 or 500. So talents don’t need a level.

Your idea is not well thought out. I am sorry you don’t like that I don’t like it.

0
PressingissuesOP•

You already manage ilevel for talents, it's just on the physical item. It's also no different than how gear mods function.

Again, having the random drop allows you to junk items and still get regular crafting components with the potential of banking a talent.

Gear score effects base item level, so when you recalibrate, you can bump the ilevel of your item up by recalibrating with an item at an equal or higher level. That's the only way to bypass the gear score softcap, so it would be necessary to retain that. Allowing talents to have a gear score would make maxing items out much more approachable.

All of that is there, it just requires you to have a functional understand of the current systems in place.

2
x0x_CAMARO_x0xDeployed in DC•

You can keep repeating the same things over, but that doesn’t really progress a discussion on the topic. I have stated I don’t like the idea. You can agree to disagree and move on. No need to keep replying just to re type the same thing.

0