Weave rework

This is very easy to do!

No tomes and grimoires are needed for Weaves - this will interfere with the game’s drive dynamics. Аnd supply is highly rare and important in the Weaves.

But Developers can add Loot Dice droped from monsters. Three monsters in the final arena - three dices!

And even better - found Loot Dice in chests and crates on the map.

Both will greatly improve the game.

The first will force players to kill monsters without leaving them behind, madly rushing into the exit portal.

The second will increase the knowledge of the maps, and besides, now the chests and crates on the Weaves are mostly empty, some rudiment as a rather good substitute for the mechanical transfer of Adventure Maps to Weaves.

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So, that took me some time and it’s not quality images but that gonna do the job for now.

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LOVE IT!

Great work doing this but gigantic NO from me.
You are adding needless complexity to something that should be simple by design.

The problem with weaves is not on the carrot on the stick, but the activity itself, they are fun until late weaves become near to impossible, almost everybody that completes it cheese and exploit to get ahead, it becomes virtually impossible to kill every mob that the game throws at you within the time limit.

The solution to weaves would be mechanics to be added to improve player’s power growth within that same wind, turning the activity into this almost roguelike version of the game, my sugestion would be to add more magical effects to player weapons that acumulate on pickup and all vanish upon completion, these could be found either laying around on the scenario or being carried by sackrats and would work in a similar fashion to risk of rain power ups for example.

Your daily weaves idea however is pretty damn great.

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Yeah i totally agree, cata 2 & 3 are just boss battle against each ennemis and make players cheese the game to beat it…
Delete the timer is a step.
But fatshark need to think about the idea behind cata 2 & 3 cause actually cataclysm 1 is the limit between difficult but winable and cata 2 is cheese for win.
Maybe make winds give power ups when played well… like :
-celestial can give more attack speed and move speed with a farm needed
-jade can give more hp and hp regen (with a farm)
-Amber can give resistance (same…)

That gonna give us some evolution inside the weave.

The daily system is only here to change the season system…
If people doesn’t really love the idea of daily, just think a little about that :
season restart every 3-4 months.
Fatshark need to make frame for each season.
difficult to find player to play with.
and cata 1/2/3 are too long and boring so done 40 of them is just a pain.

About daily system :
you can done one weave per day
No need maintenance
easy matchmaking cause more player gonna play the same weave
long weave gonna be reward by more reddust and you need only one per day

Problem with daily :
More than 1 ranked weave gonna be useless

that’s why we need something with daily weave to make player interest by doing more than one weave per day, like the season or something similar.

The reset every season is just unnecessary

(well played you read all this comment !! thanks you :wink: )

I remember that the description of the Wind of Life :herb: was something like this from the beginning: it gives Regeneration, but all the damage done turns into wounding thorns.

The thorns remain, but what about Regeneration?

and cata 1/2/3 are too long and boring so done 40 of them is just a pain.

Exactly. Yesterday / the day before yesterday, people joined so well. But today I have been sitting for several hours, almost no one comes in. Yesterday’s companions, too, have not yet shown any desire to continue playing.

That waiting and the need to search and follow people is very tiring most of all.

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Cata and cata 2 need to be the ultimate difficulties for achievements and loot.
That’s why in my review i say cata need to be 41-60 to get every weave as cata and cata 2&3 give the same reward and each difficulties get every weave (cata 2 is 61-80, cata 3 is 81-100) with this system cata 3 can stay a cheese mod too hard to handle and let cata 2 playable to let player get tier 4 reward !

So, with this idea, cata 2 only need to be playable and wind can be rework a little to make skilled player stronger in those weave.

Someone on discord say this :
“I would agree with it if not for the fact that you’re obligating people to buy the DLC to get red dust effectively”

to me, the problem here is the basics daily.
we need a reddust given achievements, maybe something with Fortune of war ?! (this map is played once per player :joy: )

well, seems like this post just gonna died like every suggestions post on this forum, i just don’t know why the forum get suggestions section if we don’t have any dev/cm answer…

I know they work on differents things and that’s good… but we have no news until patch note and that’s all…

i have trust in ft team.
but when 90% post doesn’t have answer, when in game feature are not balance and just put in game like nonsence and they keep rushing to make more and more new content and doesn’t look out old one… i just lost my trust by time.

This would lock out 90% of the player base. This is a hard no!

This thread is looking to open weaves to everyone, not just the 1% of “pro players” who get 160 weaves first day.

Tbh there should be 2 different weave menus. One for premade groups and one for PUGs/single player. The latter would have the mode scaled to party size so players don’t get punished by not having a full group. By keeping 2 modes, you make everyone happy.

Especially those 1%ers who keeps advocating for the game to be harder not realizing they are turning other people away.

i mean, there is no need for a cata 4 or deathwish difficulty, and cata & cata 2 need to be the last difficulties with reward.

cata 2 reward, need to be something you can get with legend and cata.

like the red dust systeme i show upside,
1 red dust for champion & legend
1 more for cata
1 more for cata 2&3

in that way, cata / cata2&3 just give a option to farm more per day.
that’s not some exclusive content, you just have the same thing than champion & legend but in higher amount.

we can do the same with shillings :
if champion & legend give 5 shillings per challenge,
cata need to give the same amount to make it a like a “double or nothing” reward.
cata 2&3 can give the same but this is more focus on 1% player base, just to give them a little thing… but the best option is to give them something différents and not usefull but good aswell.

I always wondered why the qp weaves are seperated by difficulty, like why do you have to choose recruit-cata
it just makes it too confusing and splits up all the players by so many ways
just make it one difficulty i dont understand why you would do it that way

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well, they are difficulty in ranked one too, and if they are only one difficulty, that’s gonna be too easy if it’s recruit and too hard if it’s cataclysme.
and remember that new player still try this mode, so if they start it and join a legend one with no upgrade, they just gonna die.

It would make more sense to have the weave QP just be champion for a quick run at a medium difficulty.

The people who have premade teams can easily player higher weaves in ranked and according to the leaderboards, a lot of them have already completed all 160 map variations.

Really? That’s about the only thing that’s working about the weaves. The rest of the game can be played between recruit and cataclysm, why should weaves be different? Let everybody choose the setting they are confortable with. It’s not like it’s splitting the playerbase - unlike ranked weaves.

The biggest problems with the ranked weaves are (in order of importance):

  1. “Nobody likes high level weaves”. I keep asking players who do them regularly and I’ve still to find somebody which enjoys doing them. The last guy I asked - has all the frames - replied with those exact words.
  2. The high number of weaves also makes matchmaking a tzeenchian nightmare.
  3. Non WoM owners can’t even try them.
  4. The mode is so grindy. I tried convincing a friend that it’s not that bad, he replied he’d have to temper each weapon 30 times. I had to fold.

Even if I won’t say “nobody” (as I’m pretty sure I know like one group that do enjoy them as they are but wouldn’t mind a change), it’s still certainly a small percentage of us that really do likes high weaves in their current state.

There’s like a dozen teams going up above 120. It’s not really a lot. And we’re kinda bored to be honest =p

I’ve been intentionally long winded in my definition because I think this warrants further investigations: this group you know of - which also wouldn’t mind a change! - is the first such group I hear of which enjoys them as they are. I wouldn’t mind to hear more people chime in, as 1 such group in the entire community doesn’t really seem much. I’m convinced even FS is not aware how hated high weaves are, or they wouldn’t keep them as they are, worse, increase the requirements for completion.

Also spot on.

Read the whole post please. My comment was about changing QP weaves to 1 difficulty for the average player so they could find easy matchmaking. Ranked weaves would remain the same for those premade teams who want or can do high level weaves.

I just meant that higher weaves were not really liked. Even at that level.
Making them more accessible and more rewarding will automatically provide more people to play with.

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Soooo…
i made a new post, i know make new post every week is not a solution/good idea… but i want to make a full rework of quickplay and custom game (i already create a post about, but now i want to make a full post with everything, to make it clear and simple)

It’s also against the forum guidelines … lol

“Don’t cross-post the same thing in multiple topics.”

I only made a new thread because all others were locked. Threads get auto locked after 7 days inactivity.