Test Discussion Episode 40: Rewards

Discussion in 'Testing Feedback' started by Red Five, Apr 2, 2021.

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  1. Red Five Developer

    Welcome to the World of Flashpoint!

    This is the official thread for rewards feedback. We will be checking in and fixing bugs as often as possible.

    New Feature: Limited Purchase Vendor Items
    Pit Boss, the World of Flashpoint Vendor, wants to help you make your OP item stronger. He knows that RNG is a fickle friend, and sometimes the drops don't go your way. To that end he has procured a few extras of the OP fortify material drops from World of Flashpoint, and he is willing to sell you a set amount each week.

    These limited stock items can only be purchased a set number of times each week, and the stock will refresh with the normal weekly loot lock schedule. If you're having a cold streak, come see the Pit Boss.

    Here is a list of fun changes to look out for:
    • Most Exobytes now stack to 99
    • World of Flashpoint Loot Caches stack to 99
    • v40 Generator Mods stack to 99
    • Low rank v40 Generator Mods can be used to craft higher rank v40 mods
      • Check with the Pit Boss vendor to buy these recipes, and the required crafting catalyst
    Here are some known issues:
    • Some abilities on the Speed Force Cell adaptive augments are non-functional and contain placeholder text
    As always, thanks for your help, and see you in the World of Flashpoint!
    • Like x 3
  2. Proxystar #Perception

    Hey I'm not sure about this from the hour or so I was on test earlier, will have another look later but it seems you took away the elite weapon, rings and neck. I know these were associated with open world bounties and I'm not sure what the odds are of some being added back in at this late stage, but is it possible for these to be added in to this DLC, even if they're appropriately priced for regular casino coins :)
    • Like x 5
  3. Captain1Dynamo Committed Player

    All plans are listed more than once for each type on the vendor.
  4. Berza Committed Player

    That's because they have the same name but different ingredients. You have 3 Support v40.1 but each one requires a different type of v40.0 mod.
  5. Captain1Dynamo Committed Player

    Ah, o.k. In that case the titles should reflect the type of mod, otherwise it's confusing. So instead of 'Offense' there should be a plan for Might & a plan for Precision, etc.
  6. Berza Committed Player

    I agree that the names should be different. But I don't know if the Offense mod crafted with Precision mods is the same Offense mod crafted with Might mods. They may be, because the Health mods and the Power mods both are used to craft Health&Power mods.
  7. Captain1Dynamo Committed Player

    So we're not gifted any Speed Force cells, correct (that's fine, just wondered since we've been gifted two with every previous Episode since Judas Contract).

    And if I'm seeing correctly there will be no 'refurbished' - type of AA's. Which is excellent. No more getting worthless AA's if you're anything below the relevancy window is a good change.
  8. Captain1Dynamo Committed Player

    Not quite sure what you mean. A Might mod used with the Offense Might Plans will yield a Might mod, while a Precision mod used with the Offense Precision Plans will yield a Precision mod.
  9. Captain1Dynamo Committed Player

  10. StealthBlue Loyal Player

    The plans are named after what they create, a box that lets you choose which generator mod you want. In the case of the two Offence mod plans for 40.1, one uses two might 40.0 mods and a catalyst to make a box that lets you choose either might or precision 40.1 and the other uses two precision 40.0 mods and a catalyst to make a box that lets you choose either might or precision 40.1.

    It would be nice if the plans were named "Might 40.0 to Offense 40.1" and "Precision 40.0 to Offense 40.1" or something similar, but the description of the plans does have which starting mod is used highlighted (yellow text). So you can still tell them apart on the vendor.
  11. Berza Committed Player

    That's exactly what I mean. I just logged in Test like 10 minutes to take a look, didn't test the plans. But it surprises me that there are not Health plans or Power plans but Health&Power plans.
  12. StealthBlue Loyal Player

    So far I've only crafted a v40.1 offense box (and selected might), but I also have a v40.1 power mod. So the higher level generator mods do drop, it's just that you now have something you can do with the endless number of v40.0 mods you get while you are hoping for better drops. So think of this as a way to alleviate bad luck on generator mod drops.
  13. Captain1Dynamo Committed Player

    Was hoping there would be additional movement rings on the vendor (one for flight, one for speed, one for agility), & in a box so we could choose role. Hopefully that with happen with the first vendor update (or maybe as drops).
  14. Captain1Dynamo Committed Player


    Oh, o.k. So you can only put in one type of mod for the plan-type, but can choose either type from the box. Well that's pretty lame. There should only be one type of plans, Offense, into which you use both types of dropped mods (Might & Precision), then choose the type you want from the crafted box.

    Good to know that higher than v40.0's do drop, thanks!

    And I know work needs to be done on the Feat menus, but there should be a discount once you complete the 12 v40.4 mods (so you can have an easier time getting a full set for alts).
  15. StealthBlue Loyal Player

    The crafting system doesn't currently allow for an OR for ingredients, meaning you don't need everything shown, just some (in this case either 2 might or 2 precision mods).

    It would be nice if that could be added in the future, but in addition to allowing options within one plan, they have to make the UI easy to understand that only part of the ingredients listed are needed. There's a chance that if this system is well received they will put some effort in to improve it. At this point, this was probably the best they could do without spending too much time on a system that the player base may not like.
  16. Proxystar #Perception

    Can't say I'm a fan of this system Red Five, it's a pretty intense grind that relies not only on hard grinding but also absolute pure RNG to even get going... I think it's too over the top, based on a quick calculation of rough math I've only bought so far the plans for 1 and 2 but I'm assuming they go up incrementally but in order to craft just a single 40.1 mod I need RNG bless me with 2 40.0 mods first (and they're not even tradeable or account bound like the rest of it)

    So;

    Precision 40.1 mods x4 = (8 40.0's)
    Dominance 40.1 mods x4 = (8 40.0's)
    Health 40.1 mods x4 = (8 40.0's)

    then to craft those in to 40.2 mods I need 3 40.1's - so I've got to make extra ones meaning for say 4x 40.1 mods I need 24 Precision 40.0 (you then do that again for health mods and dominance mods) mods to drop for me that are entirely untradeable... and this hasn't even got to .3 and .4 yet....

    This seems to be absurd, with respect mate... surely this is over the top?? Perhaps its time to make the default 40.0 mods account bound as well at the very least? someone could be stuck never getting this done simply because of RNG?

    It also doesn't take in to account at all my immediate desire to use any of these in my generator meaning I'm 4 down from the offset..
    • Like x 6
  17. Mr.W Committed Player

    If we are putting more emphasis on crafting for mods again I think it would better executed if we just buy X amount of crafting material (please just keep it a single needed material) from the vendor for 1 mark each & be allowed to use the same exobytes we get when we salvage our gear.
  18. Berza Committed Player

    Not sure you are quit right here. All your calculations are done taking only 40.0 as drops but higher tiers are supposed to drop too. So it's more like now but with something to do with the ones you don't need, and the need of crafting the higher ones instead of buying them.
    • Like x 1
  19. Rejchadar Inquisitor


    Personally, I see a different problem ... in decreasing free space ... now we just sell or throw away mods we do not need ... with new management, we will constantly have less inventory slots ...
    • Like x 1
  20. Berza Committed Player

    Ouh yeah. Good point.
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