Megapull, you completely missed the point with these proposed progression buffs

8

Saw a post that megapull is proposing two buffs:

The Emperor's Fortitude: Gain +3 Fate per mission and 5% bonus xp for every Inquisitor in your party.

Lone Wolf: Gain +3 Fate per mission and 5% bonus xp for every successful mission.  Stacks up to 4 times.  Failing a mission resets this buff.

This is so completely off target.  It heavily favors co-op, which is already heavily favored.  You already get bonuses for co-op cabal groups.  How is it balanced that a co-op group gets the buff immediately but a solo player has to play 5 missions before they get the full buff and co-op groups of 2-3 friends are penalized?  It also penalizes solo players who want to challenge themselves, making them less likely to take impossible missions for the fear of failure, meaning not only are you nerfing their xp and fate gain, you're also nerfing their gear gain.

Please, please change this.  It's completely ignoring what players are asking for and just bad, over-complicated design in general.  If you want to increase progression rewards, just increase progression rewards.  Increase all fate gain by +3 (still not enough by the way) and all exp gain by 20%, end of story.

This post was edited 5 years 282 days ago by Pham Nuwen
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5 years 281 days ago
This is why I keep coming back to the game, yes it has problems but Megapull and co.  Are just so damned responsive, that I can't help but enjoy the game more and more.
5 years 282 days ago
+1
Posted by Airsick Hydra 5 years 282 days ago
Some time ago there were daily rewards of 100 fate. It was actually the player base that complained about this as they wanted the base fate levels to increase and didn't like the log in log out style gameplay. (No one could be assed to play past the daily quest when they were 100 fate vs normal missions of 5.


Perhaps something to revisit.

I thought about it more and realized as well that it would have to be implemented carefully so as to not trivialize Tarot runs. It may be better just to boost XP/Fate, and then deepend the Tarot system into something more involved and interesting.

This comment was edited 5 years 282 days ago by Elyxthaxzus
5 years 282 days ago
Posted by Elyxthaxzus 5 years 282 days ago
Appreciate your quick replies and involvement and interest Megapull. Seriously, half the reason I keep coming back is because you guys are so involved with the playerbase. It's something that other game developers could learn from...


On the note of the OP: has your dev team considered putting in a daily/hourly bonus mission mechanic? It's a known process in a few games that is very successful, and it solves a few problems at once:

1) it allows you to give controlled XP/Fate/Loot bonuses.

2) it Garners player interest and motivates regular and consistent play time.

3) it provides a consistent way for players to get certain rewards that may not come by RNG or regular grind means. Example: meme tokens could be part of the loot list. So a player could log in after work, and see "go to planet X and do Y mission. Mobs do 30% more damage. REWARD: 30% bonus XP and Fate, Meme token."


On the note of Co-op: I always thought that Co-op itself should have intrinsic rewards. What I mean by that is the nature of playing in a group itself should be rewarding. Not jsut by playing with your buds, but also it should be smoother (since class A can make up for the deficiencies of class B), and it should be faster. so working with mob scaling so that a group run goes faster on an average mission would be almost the Co-op side should need. Add to that the bonus missinos layed out above, and you have a random system, infinitely scaling, that provides solid Solo play as well as allowing Co-op even more rewards through smoother and faster missions.

Some time ago there were daily rewards of 100 fate. It was actually the player base that complained about this as they wanted the base fate levels to increase and didn't like the log in log out style gameplay. (No one could be assed to play past the daily quest when they were 100 fate vs normal missions of 5.


Perhaps something to revisit.

5 years 282 days ago
+1
Posted by Homer Morisson 5 years 282 days ago
Speaking of Coop and favoritism, serious curiosity here:


Is it intended that you can exploit Coop mechanics to extremely quickly level low level chars?
Because I guess this is what some people might see as the favoritism the OP referred to... haven't tried it myself, but members of my cabal said that this were a way to level up low level chars extremely fast by grouping them with high level chars, and that this way one could level much, much faster than any single player doing solo runs ever could.

Been a bug bear of my for a long time. 


Exp needs to be calculated based on difficulty values and not on power rating. 


Currently you can be a 1500 host, with a 150 ally and take him on a 1500 mission. His exp will be based on doing a + 1350 mission rather than a +0 mission. Hopefully it gets changed at some point because it's so easy to abuse.

5 years 282 days ago
Appreciate your quick replies and involvement and interest Megapull. Seriously, half the reason I keep coming back is because you guys are so involved with the playerbase. It's something that other game developers could learn from...


On the note of the OP: has your dev team considered putting in a daily/hourly bonus mission mechanic? It's a known process in a few games that is very successful, and it solves a few problems at once:

1) it allows you to give controlled XP/Fate/Loot bonuses.

2) it Garners player interest and motivates regular and consistent play time.

3) it provides a consistent way for players to get certain rewards that may not come by RNG or regular grind means. Example: meme tokens could be part of the loot list. So a player could log in after work, and see "go to planet X and do Y mission. Mobs do 30% more damage. REWARD: 30% bonus XP and Fate, Meme token."


On the note of Co-op: I always thought that Co-op itself should have intrinsic rewards. What I mean by that is the nature of playing in a group itself should be rewarding. Not jsut by playing with your buds, but also it should be smoother (since class A can make up for the deficiencies of class B), and it should be faster. so working with mob scaling so that a group run goes faster on an average mission would be almost the Co-op side should need. Add to that the bonus missinos layed out above, and you have a random system, infinitely scaling, that provides solid Solo play as well as allowing Co-op even more rewards through smoother and faster missions.

5 years 282 days ago
+2
Homer Morisson
This is already on our to-do list as well. It should scale differently in my eyes.
5 years 282 days ago
Posted by Megapull 5 years 282 days ago
It was a mere idea of me at that point, so ....


Anyways, since then I changed it to always apply maximum buff power regardless of the number of players.

Co-op is not really favored due to the 70% enemy HP buff per player, I'd lower that amount a bit.

Speaking of Coop and favoritism, serious curiosity here:


Is it intended that you can exploit Coop mechanics to extremely quickly level low level chars?
Because I guess this is what some people might see as the favoritism the OP referred to... haven't tried it myself, but members of my cabal said that this were a way to level up low level chars extremely fast by grouping them with high level chars, and that this way one could level much, much faster than any single player doing solo runs ever could.

5 years 282 days ago
It was a mere idea of me at that point, so ....


Anyways, since then I changed it to always apply maximum buff power regardless of the number of players.

Co-op is not really favored due to the 70% enemy HP buff per player, I'd lower that amount a bit.