Can invasion rewards be increased? It's a struggle to get signup's these days

3K is definitely too much. If they were to be added as a reward 200-500 would be good.

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You make like 100k to 150k shards a week doing mutations plus another 2-4k per day from gypsum casts. Shards aren’t that valuable after doing m10s for a couple of weeks.

Maybe have shards scale with your GS or something? I don’t know why anyone would pick an invasion over a mutation if the rewards are not comparable. Mutations take like 20-40 mins, and invasions might take longer than that.

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Not everyone does that many mutations. I hardly do any nowadays. You can get 50 from chests, so doing I’m using a chest run as a reference. You have to approach from a new player’s viewpoint.

Honestly, I much rather like the idea of gypsum as a reward then straight up umbral shards. Gypsum is more versatile and can be converted into shards with appropriate scaling, as well as a gear roll.

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Sure, that is fine.

I was just giving it from my perspective, which is from someone who plays the game way too much :slight_smile:

definetly needed

50+ invasions 0 legendaries.
just salvaged crap^^

That might entice me to sign up.

I agree!

Afk for around 15-20min and play around the last 8min you mean lol.

Im so bored with it and the current rewards are certainly not an incentive for me.

Ive avoided doing them recently if i could.

Maybe more shards, better ward gear.

In fact i would say make the rewards the pve version of opr caches.

Ward + weapon perk + refreshing for a bis item for example and shards to upgrade it slightly.

Getting blue and green items definitely wont make me come back unless a compny im in owns the territory.

I say make them less predictable, and randomize when mobs and skulls will appear. The fact that people know the exact time things will happen, make them too easy to win. Add challenge to them. Then maybe you won’t see the same players on the top of the leaderboards all the time too. Some of these players know what gates to play on, because they know the exact pattern.

Simple solution. Anyone who gets in the top 10 gets 10K.

We need more stat padders in these invasions, we all know they do everything.

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Invasions in general are just boring and annoying. The incentive for them however is clear as day. Controlling guilds get gold from city taxes so the town owners have a clear incentive to do invasions.

You would have to be a muppet as the controlling guild of a city to not want to do invasions even though they are probably the most stale and boring form of content in the game currently, guilds get a ton of money from cities ( generally on more populated servers) On smaller servers the whole city system is very very flawed.

The reason why incentives for invasions will never be good is because the controlling guild gets money from city ownership.

Until guilds get drastically reduced gold from city ownership the invasion rewards can’t be re worked and intrinsically function in that way.

If for example we lived in a world when controlling guilds did not get 100,000’s of gold per week to even millions of gold per week you could make the argument that invasions should give umbrals, gypsum, better chest rewards and gold.

I also think they should rework the token vendor to give better rewards so that you can get pretty much any craft mod you want from tokens and at least pre BiS sets for multiple forms of content.

But because guilds owning cities already get enough gold the system is fine as it is. This is the inherent flaw with guilds getting so much gold from cities but this is the game the developers have designed to create controversy and people arguing about things like this.

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We had one guy on our server (Squeaky) who came up with a very good suggestion. That invasions should reward an “invasion coin” that can be used at a special vendor to tailor the reward, such as : Gypsum, Azoth, bag of coins, weapon cache, faction coins, etc

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They are boring and repetitive. The problem is not the rewards, it’s that it’s content that’s a chore that people don’t want to do.

My suggestion would be to make Invasions more fun, instead of just giving better rewards. Then you are just incentivizing people to do more content that they don’t enjoy just to get the rewards. Let’s make the game fun instead.

Reduce the pull time to 5 or 10 minutes and simply remove the first 5 - 10 minutes of the Invasion. Between the pull time and the first 15 minutes, there’s 30 minutes of very dull time and 15 minutes of somewhat challenging content. Have wave 8 come at like minute 20 - 25 but it not be the last wave. If you complete wave 8, you prevent any downgrades to the territory and get a basic reward like we get now, but there is a wave 9 and 10 (maybe 11) after that that gives some kind of boosted rewards to the participants of the invasion and the company that owns the territory. Completing wave 9 would need to be very difficult and give reward equivalent to like an M5 Mutation. 10 would need to be an incredible feat that takes significant organization and execution but has equivalent rewards to like an M8. This will incentivize people to really specialize in Invasion and seek them out. It could be a real competitive PvE scene.

That would just be the basic tune-up of invasions that wouldn’t really mean reimagining the whole mode. Ideally, we would have corrupted portals around the for that need to be closed to keep the waves manageable, defenses that need to be built up, or some other mechanic that allows for different roles and specialties other than just repair teams and kill things teams.

You have to complain with the company that owned all territories at once and don´t have people for PVE content and have to wait for other to come and defende their territory with no reward… invasion must be defeated by the territory owners that won all the money spent in the world for they on benefit.

Ummmm. Have you owned a territory? You get roasted if you try to slot only your members. Yet no one else consistently shows up and half of those don’t do what is needed to succeed. So you have to try to include outside players, but you end up with mainly your own cause those are the only ones that will actually get in discord for comms, will tell you what build they play, or will go to the gate requested. Then you get talked about in Global chat for kicking members and being elitist.

that is the problem, some companies are toxic and no one want to help then, I´m run into this problem on my server… a green company is toxic and all greens are letting then lose or even lost for evasion, companies need to be wealth and help the server grown, not rise the tax and make all the player spent a lot of gold for crafting or TP fee.

Taxes have been fixed for a while now. Companies can’t raise taxes on people. And company wealth is directly tied to whether they upgrade their territories. So a “wealthy” company upgrades the territory consistently and isn’t abusing the tax system. What else do you want? So if a significant amount of the server is just refusing to help a company and hoping they fail, thus downgrading the stations from everyone and deleting the server’s money, who are the real toxic ones?

How about giving the Players an Option to start next Wave early and even multiple Waves at once?

This way we could adjust the time to victory freely dependig on the average Performance of our actual composition.

Early waves could grant additional 100 Umbrals, multi-waves give additional 200 Umbrals and an additional Invasion chest.

Invasions are boring. They are all identical and organisers have the enemy spawns timed to the second. Also, people got sick of being booted from the roster so they stopped trying to join…

Id like to see some randomness in the invasions, maybe add random mutation stuff to them so people don’t know what to expect. Make them more of a challenge!

Yes the rewards are lame, its about having fun for me and they arent fun