I realize that everyone and their mother has an opinion on how the new Purge system should work, and for the record, this is my opinion. If you would like to comment on my opinion or share your own, youâre welcome to, but please keep it civil. After all is said and done, no opinions are wrong. I apologize in advance for the following wall of text.
First let me say that I really enjoy how the new system works, it is SOOO much more fun than the old system (currently on Live). Having to grind for a week straight just to get the purge to pop was very discouraging, especially when there was a good chance it was going to bug out, requiring me to start the grind all over again. Being able to spawn in a purge on demand in Chapter-2 means that it will work with my schedule, no matter what my schedule is, and that I LOVE.
Obviously there are a few major problems with the new system in itâs current form. Most of these problems I have seen posted already, so I wonât file a bug report on each of them, but I will bullet a few of them below for reference.
Below is seen on a private server (PvE) running no mods and default settings to match official servers.
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The tents within the FOB spawn randomly and often block their own entrance/exit.
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The main (decorative) chest cannot be interacted with after achieving âVictory,â so there is no real reward that helps you achieve a higher Purge threat as it was suggested on the live stream.
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The thralls in the cages are not rescued into the playerâs clan and therefore cannot be interacted with (or killed on PvE).
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Banner rewards (with thralls) are not part of the playerâs clan and are immediately attacked (as enemies) by the playerâs thralls.
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The Banner rewards can be âpicked upâ after being placed which leaves the thralls behind but allows the player to place the banner again gaining more thralls (effectively a duping exploit).
I expect all of the above problems will get addressed before Chapter-2 is officially released. However, even with all the problems mentioned above, I am enjoying the new system MUCH more than the current one. I realize that Iâm repeating myself now but it was worth saying twice because the new system is twice as good
I did have a suggestion for how this system can be improved on which will make it more relevant and increase repeat playability at the same time. In fact, this is the real reason I chose to write this, so if youâre still reading, I thank you.
I propose that the threat levels go up infinitely (or at least dramatically higher, perhaps to level-100) but we should be required to access those threat levels in order (numerically). For example, a clan is required to start at threat level-1, and must complete it to get to threat level-2, which it must complete to get to level-3, and so on. Each level would get tougher but by an almost trivial amount. Perhaps each level adds one additional combatant per wave and every five threat levels the NPCs get a small increase to their damage modifier and an extra 50 hit points. Perhaps every ten levels the NPCs get an additional boost to their armor rating (100 extra armor). Long story short, a clan will eventually hit a purge that is too tough for them to complete, creating the need to use better build strategies or more advanced fighting tactics in order to progress. It will also promote cooperation with friends (and strangers) on the server. If itâs possible for a purge to get too tough, than we also need a way to stop the purge, currently, there is no way to stop an existing purge, not even logging off. Perhaps a button that says âI concede defeatâ should be added, and the cost of defeat would be to lose all treasure items within the cofferâs radius, including everything in the coffer itself.
Example:
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Threat level-1 is ten waves of ten enemy combatants per wave with normal T1-T2 NPCs attacking.
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Level-2 is the same as above but with eleven enemies for each of the ten waves. Level-3 is again identical but with twelve enemies and level-4 consists of thirteen enemies per wave.
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At threat level-5 (and every five levels after), the waves shrink back to ten enemy combatants per wave for ten waves total but all of the enemies have an additional 50-HP and deal 5% more damage.
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Threat levels 6-9 again increase one enemy combatant per wave, still only ten waves total.
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At level-10 the waves shrink again, back to ten per wave but the enemies get an additional 50-HP, another 5% damage increase as well as an extra 100-armor.
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Levels 11-14 increases the number of attackers per wave again by one each time.
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Level-15 gets another increase to HP and damage.
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Level-20 boosts HP, damage and armor.
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By the time we reach threat level-30, each of the attacking NPCs have an additional 300-HP, 300-armor, and deal 30% more damage.
The above pattern can be repeated at high as the player/clan can continue to fight them off. I suspect this type of increase in purge difficulty will feel better to the players and encourage people (even strangers) on a server to play together. It will also give those that want more challenge a reason to continue playing. Additionally, there should be an achievement that hitâs your Funcom profile stating the highest Purge you have completed, kind of like a makeshift leader board for bragging rights. I think it would be cool to brag to my friends that I was able to complete a level-42 purge solo, only to then run into a stranger on the server that has completed a level-55.
Anyway, this is only my opinion/suggestion, if you stuck around to read the whole thing, then I thank you and look forward to any (civil) comments regarding this, or any other opinions. It would also be nice if someone in the @Community wanted to forward this on to those that matter.
Until next time, happy hunting.