I think you should... (one suggestion per idea)

Fixing speed runs

Currently , not only are instances speed Ran the Ares to.

Most of the time players run through Ares And instances, leaving all the enemies untouched.

Because it's just not worth Killing them they don't give XP,And they don't really drop loot.

But as things are currently anyone who wants to actually fight and enjoy the game Are torn between efficiency And the desire to Actually fight the enemy like they're supposed to.

The devs have tried a few ways to fix this, which have turned out to be mostly Broken themselves and taking away from the game instead of adding to it.

Here is what I suggest we do.

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Add secondary objects to missions and instances That if completed double the rewards.
(. Here is just a rough example)

BW secondary mission
collect 15 rare crates. ( if completed, you will receive two times the current mission rewards)

Kill 350 chosen ( if completed, you will receive two times the current mission rewards).

Collect all the sin imprints( if completed, you will receive 1.3x the current mission rewards)

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Cliff's edge
Kill 150 chosen( if completed, you will receive two times the current mission rewards)

Kill all the billfold cannons( if completed, you will receive 1.5 times the current mission rewards)
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Ares missions Tier 1

Kill at least 25 Enemies in the mission area ( if completed, you will receive two times the current mission rewards)

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Ares missions tier 2
Kill at least 50 enemies in the mission area( if completed, you will receive two times the current mission rewards)
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Ares missions tier 3
Kill at least 75 enemies in the mission area( if completed, you will receive two times the current mission rewards)
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Melding tornadoes.
Kill at least 35 flying enemies in the mission area( if completed, you will receive two times the current mission rewards)

Kill at least 75 enemies in the mission area( if completed, you will receive two times the current mission rewards)
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These Numbers and ideals are very rough, And Are definitely subject to change. However, if something like this is added to the game. It will increase the overall fun and playability by a large margin.

( As it currently stands almost all missions and Instances are all about completing the objective, leaving most of the enemy, standing and most of the content unexplored)

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LordMaddogLordMaddog shared this idea  ·   ·  Flag idea as inappropriate…  ·  Admin →

8 comments

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  • UrbanNinjaUrbanNinja commented  ·   ·  Flag as inappropriate

    The simplest and most solid way to stomp out speed running missions is to require all mission enemies killed along with the main objective completion in order to get its reward.

  • combatcasualtycombatcasualty commented  ·   ·  Flag as inappropriate

    It happens with POI captures as well. I get yelled at for defending or recapturing and not playing the XP game. It doesn't happen all the time but it's enough to be worried about.

  • Mad1Mad1 commented  ·   ·  Flag as inappropriate

    There will be no fixing of anything like this. They have made it clear that they will by default REMOVE all sustainable ways to make income/resources in the last 6 months by killing every method there was.

  • AtomicAlaricAtomicAlaric commented  ·   ·  Flag as inappropriate

    The easy solution is to just have a key that drops of a leader NPC that only shows up when enough of his cronies are killed, just like the bandit loot crates. Just rebuild all the missions along that line. Shouldn't be too hard.

  • XawrentokXawrentok commented  ·   ·  Flag as inappropriate

    Something along these lines makes a lot more sense.

    If you skip the bandits and get the data-pad, yes the Accord will pay you.
    But there needs to be a better overall payout from killing all the bandits - and the difference in reward must balance the extra time it takes.

    It seems to me that death loot is insignificant, so people rightly ignore it and don't bother killing things.
    On top of that there's a rumor that only dealing damage starts the combat durability decay.
    The best thing for a high-level frame to do in that case is run past everything.

    Increase the drop loot and XP from individual kills.
    Currently it is pathetic - and everyone ignores it.

    Add secondary mission goals (destroy the computer, kill all the raiders, recover extra unobtainium)
    Add mission chains (bandit in Thump Dump drops transponder - trace signal to an outpost near Sunken Harbor -> use transponder to open door (instance) and secure the area (kill everything) - bandit activates a bomb -> grab bomb (unstable) and dump it outside.)
    The unstable bomb is likely to explode if it you take damage while carrying it - so you'd better clear the mission first.

    You could even go completely meta and remember the 'start time' for each 'active' quest.
    If the player leaves the area, the start timer is reset.
    When the quest completes you provide a bonus based on the time the player spent running the mission. Balances the time invested - thus the loot / xp from kills makes it net profitable to spend the time killing them.

  • VRHVRH commented  ·   ·  Flag as inappropriate

    Nice idea! I would also add extra rewards for "killing all" and boost the kill xp and lower mission finish xp
    I also had an idea for instance and campaign missions (not ares mission) for a cooldown, the more you do it less reward you get, next day it resets on default...again this idea is not for ARES missions

  • ToothfairyToothfairy commented  ·   ·  Flag as inappropriate

    Totally agree, adding incentive to complete encounter instead of nerfing rewards and limiting to once a day would fare far better, as it stands now, some missions don't even justify durability loss unless it's speedrun.

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