Post by JRavens on May 28, 2018 22:36:37 GMT
I did a thread on Reddit as well and have several folks over there testing the changes as well so we can get a good sample of different players.
>What do you think about the RP to unlock weapons issue?
Well it's not JUST the weapons that unlock. Each "stage" also changes what enemies can spawn and is also (rarely) a requirement for some missions... as well as those oh-so-WONDERFUL capture cutscenes () so it's important to still have the three different tiers (technically 5 ties as there is stage 1 which is no RP and stage 5 which is after killing off the Lieutenant for the region)
The way I set it up now is to really push up to the next stage you will need to either undertake story missions or a mix of liberating outposts and destroying cult property. It's really not different than vanilla - all we are actually doing is stopping the artificial inflation that comes from running around wreaking havoc on the random spawns.
If you want the next set of weapons you'll have to be willing to push the story ahead by playing story missions and freeing outposts.
The side missions I just can't see giving 200 RP for doing a Clutch Nixon stunt. It makes no sense to me. The stunts should be to unlock the various unique skins they give and for the perk points and cash. Same thing for most of the silly side missions which only award 100 RP each anyway (the equivalent of destroying 1 silo). You will now need to do 2-4 side quests to get the same RP reward as in the base game.
Story Missions + Outposts + Cult Property I am leaving set as per the original game as these three things should be the primary way of attracting the cults attention against your actions.
I'm not sure it's in a perfect spot yet, but feedback has been pretty positive so far.
>What do you think about the RP to unlock weapons issue?
Well it's not JUST the weapons that unlock. Each "stage" also changes what enemies can spawn and is also (rarely) a requirement for some missions... as well as those oh-so-WONDERFUL capture cutscenes () so it's important to still have the three different tiers (technically 5 ties as there is stage 1 which is no RP and stage 5 which is after killing off the Lieutenant for the region)
The way I set it up now is to really push up to the next stage you will need to either undertake story missions or a mix of liberating outposts and destroying cult property. It's really not different than vanilla - all we are actually doing is stopping the artificial inflation that comes from running around wreaking havoc on the random spawns.
If you want the next set of weapons you'll have to be willing to push the story ahead by playing story missions and freeing outposts.
The side missions I just can't see giving 200 RP for doing a Clutch Nixon stunt. It makes no sense to me. The stunts should be to unlock the various unique skins they give and for the perk points and cash. Same thing for most of the silly side missions which only award 100 RP each anyway (the equivalent of destroying 1 silo). You will now need to do 2-4 side quests to get the same RP reward as in the base game.
Story Missions + Outposts + Cult Property I am leaving set as per the original game as these three things should be the primary way of attracting the cults attention against your actions.
I'm not sure it's in a perfect spot yet, but feedback has been pretty positive so far.