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Cryonite mechanics Change [Suggestion]

Rajaa

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Player Yaroshi gave me idea last night about the change of cryonite mechanics.
Cryonite discretization about chance of drop rate:
- He said it would be better if we didn't rely on Drop Chance but to make cryonite be gained from every unit we kill.
I agree this would be good case , but in meaning to have 100% drop rate would be big advantage to players grinding , that's why this up point is first part of idea.
If unit drops for example |3k| cryonite at maximum (like ring 4 SU) , then if cryonite drop rate is 100% , it could be set to Give cryonite all the time - but at minimized or maximized version.
What does it mean?
It means that cryonite "value" could variate , so that ring 4 SU doesn't give that |3k| always since it is 100% drop rate. Minimized version means it could give for example Minimum of |1.5k| cryonite and maximum of |3k| cryonite , so in between these 2 values , player always gains cryonite.

This would fix players expectations and also not let them "progress too fast" , because with with value that variates they don't get always maximum of |3k| cryonite , but they don't have empty drops like now , for 30-60 mins (or even more).
This could be applied to players account without making cryonite drop or leave it as it is , but cryonite that drop from that ring 4 SU for example would give 1.5k - 3k cryonite when dropped.

I would like direct answer from ss team for this topic (when they are back from holidays) , so complains and problems from players would be solved about the drop rates in overall. Happy holidays , stay well and enjoy them first! :)
 

dijar

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You do realize this would take a really long time for the devs to implement, there are a lot of balance factors involved in this, and I don't think it would change that much because there would still be players that complain about getting minimum value all the time.

This would also make grinding in lower systems much more frustrating because you already spend nearly half ur time grinding just picking up cryo, doing this would just increase that wasted time. I'd much rather have the devs work on new grinding systems that are fun and enjoyable, like for example repeatable missions that range through different difficulties, the harder the mission is the bigger the cryo reward and risk aswell because we would not be guaranteed a reward in case we fail.

We could also have 'heists' where we work together as a squad to steal cryonite safes from enemy bases, that would come with huge rewards like 100-200k per player but also the risk that if we fail we would have to wait a certain amount of time before trying again.

There are just so many options to explore, lets not change the current cryo drop system because that really wont solve anything..
 

Vesperion

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Rajaa said:
minimized or maximized version
It gives that system already ingame just with an "smaller" range that depends on the unit but normay the range is +-25% of the "average cryo worth" of what we can obtain.

dijar said:
You do realize this would take a really long time for the devs to implement[...]
In terms of the current system i somewhat agree and disagree at the same time cus basicly all Split has to do here is saying that the droprate is 100% rather then the current average of ~35% chance to drop (no penalty involved).

dijar said:
This would also make grinding in lower systems much more frustrating because you already spend nearly half ur time grinding just picking up cryo, doing this would just increase that wasted time.
This is where the real work for Split would kick in cus they would have to recode the whole collection part all together so that it gives some sort of "autocollection for cryonite" when a unit is killed leaving the optional BP drop we still collect manually.
There was already a suggestion made about this concept:
https://forum.pirategalaxy.com/viewtopic.php?f=253&t=42999#p200520

dijar said:
[...]I'd much rather have the devs work on new grinding systems that are fun and enjoyable, like for example repeatable missions that range through different difficulties, the harder the mission is the bigger the cryo reward and risk aswell because we would not be guaranteed a reward in case we fail.

We could also have 'heists' where we work together as a squad to steal cryonite safes from enemy bases, that would come with huge rewards like 100-200k per player but also the risk that if we fail we would have to wait a certain amount of time before trying again.

There are just so many options to explore, lets not change the current cryo drop system because that really wont solve anything..
Thing is it gives a lot of good ideas flying around in the Forum (look alone at Rajaa´s megapost in the Feedback section) but in many cases it feels like that the Devs read them and that was it cus an offical response is mostly the missing part what is rather sad.
 

Rajaa

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I already suggested new grinding systems in both PvP and PvE included in my Game ideas improvement topic , it's called end-game content. End-game content is there for every game when players reach maximum stuff of that current updates , so they have something to do like killing bosses , competing with other players in both PvE power and PvP (and team power). Let's see if it gets updated after tau ceti system , i did suggest it to be earlier like new upcoming CQ update , but we will see. If it was implemented in pair with tc part 4 like cq update is near with tau ceti part 3 , it would be very useful and fun.
 
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