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Scalability -- when you run out of content
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BinaryMan
Joined: Tue Aug 10, 2010 8:40 pm Posts: 1671
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At rank 723, I'm pretty much done with everything (actually, I was about 100 ranks ago). Missions are added once in awhile, but don't last more than a few days. NPC farming is getting tedious. We need more content, or something sustainable at high ranks.
NPC: - We see 3 commons, and it gets old quickly. I would like to see commons for any rank (either matched or high rank) from each faction (there are about 9), and they should drop something at least somewhat interesting, even if they are relatively tough to kill. Might as well throw that in for uncommons too, stryll trappers aren't very exciting. What I want to see is a list of npc that are different, and I want to be interested in killing them for some other reason than just to clear it off my list. In fact, more challenging but more rewarding NPCs is the way to go for high ranks.
Missions - More repeatable missions, as mentioned elsewhere. Lots of them. Using up Political Favor (the buildings fell out of favor, get something else interesting it can be used for), XTS-9 (make a good mining building that requires it, even blueprint the XTS-10 injector), Complex Tech Parts (ship re-configuration), and various artifacts. Somethings that offers a useful reward that's just requiring energy (actually, a few, at least for when you run out of said items, the Sithion one is a dud). A mission based way of improving planets, even if it takes a lot of energy; Taltherian race ability using energy to increase planets was an interesting thing, and when you think about it, grinding NPC is just blowing energy to get uncommon stuff to increase planet quality anyway; there is an average amount of energy needed to get a research data optimizer or a toxic purifier, or a terraformer from NPCs via grinding - give a high energy low XP, or one that requires a bunch of items; perhaps, linking to the NPC idea above, common drops include such items so you are routinely getting repeatable mission drops of different types, including boosting each resource type, maybe a conservative one to boost scan or cloak by a point, etc. There is plenty of room for energy/xp balancing both the NPC and the mission, without some curse like flamehawks.
Example: - Matched sha'din enemy (maybe even the charger since it's there) now drops Sha'din cloaking array parts... get enough for a repeatable mission, and get an artifact Sha'din cloak enhancement, +1 cloak added to ship. The number could be anything that will make it not ridiculous reward, maybe it takes 50, or 100, or more. But you get *something* interesting when you see a Charger you are like "cool". - Matched Stryll enemy now drops Stryll sensor module... same idea get 100 or something, add +1 scan to ship (which is pretty modest, but balance however it needs to be). - Each enemy should drop a consumable item (for example, defense grid) some of the time, or one of these types of mission items all or most of the time. Again, balancing means you might get it, but it's not ridiculous, but it's also something for the effort that's usable.
Factions: The Crimson Blades (I see you too much) -- attack related "parts" bonus for repeatable mission (+1 attack on completion), or attack buff (like foci), special: already has c-amp drop unique to it, maybe invasion bonus item. Dark Smugglers Guild -- defense related "parts" bonus drop (+1 defense on completion), special: android helmsman The Drannik Automatons (I miss you!) -- deck related bonus drop (+1 deck on completion), special: ship-bot The Lazuli Syndicate -- hull related "parts" bonus drop for mission (+10 hull on completion), hull nanites, repair nanodrones, special: 10% boosted hull but for longer time than nanites, slight hull-regenerating module, or durtanium brackets. Rogue Science League -- research related "parts" bonus drop for mission (+1 research on completion), special: android researcher The Stryll Order -- Scan related bonus drop (+1 scan on completion), scan buffs, special: temp. raid success buff The Terran Outsiders -- Shield related bonus drop (+5 shield on completion), shield amp, shield restore, special: uncommon temporary shield charge rate increase buff The Zolazin Cyborgs -- Cloak related bonus drop (+1 cloak on completion), cloak buffs, special: artifact that prevents being seen for a period of time on PvP grid The Sha'din Coalition -- Hacking related bonus drop (temp. hacking boost, or cloak/scan boost), special: artifact that prevents hacking or reduces hack chance by a lot for a period of time, or one that boosts it.
Also, maybe other ships from any of these or one of the special races, that provides a bonus drop, piece of a terraformer or piece of a QSE, so you can get them in a similar way over time but you sense the reward with each NPC kill (again, something like 50-100 pieces). Notice the pattern... each faction has a common focus drop that is used to eventually get a boost to the ship in that area, uncommon drops of regular artifact drops, and rare special drops in their focus area.
_________________Ex cinere surget iterum ego galaxiae dominatur. 
Last edited by BinaryMan on Tue Mar 29, 2011 5:53 am, edited 4 times in total.
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Tue Mar 29, 2011 4:35 am |
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FuriousRage
Joined: Tue May 18, 2010 5:12 pm Posts: 909
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Using up the XTS-9 is not hard. i have more problem getting it since only mission i see that gives XTS-9 is XTS-9 Refinement-mission, it has a CHANCE to give 1! xts-9, so i cant really finish the Repair Warp Gate-mission because there isnt enought xts-9. 
_________________Leader and co-founder of The Unknown. H HavingA AngerT TowardE EveryoneR ReachingS Success-- Galactic Encyclopedia
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Tue Mar 29, 2011 5:07 am |
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Dysonian_Peacemaker
Joined: Sun Sep 12, 2010 4:27 am Posts: 29
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I would think the Legion bases are going to be Dan's answer to more content for high-level players with nothing better to do. As much time as he has been investing into their development, it really is no surprise that not much other content has been added.
_________________ When they decided to make space SO big, they could have added more rest stops.
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Tue Mar 29, 2011 5:21 am |
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BinaryMan
Joined: Tue Aug 10, 2010 8:40 pm Posts: 1671
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I finished all XTS-9 missions already, so there's no purpose to it now, if not for say building more XTS-10 Injectors, in much the same way tech parts are for sulcation portals. That said, it really wasn't worth all the effort and dead crew it took 70-75 XTS-9 completions to finish them, one was a temp. defense bonus and the injectors are not at all worth it, I just did it to clear grid.
Yes, I know on the PvP side that will add some flavor, but at the same time missions and NPC need to be expanded.
_________________Ex cinere surget iterum ego galaxiae dominatur. 
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Tue Mar 29, 2011 5:30 am |
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webguydan
Joined: Sat Jan 09, 2010 12:49 pm Posts: 2085
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The majority of our current efforts are being spent on the next update, as its quite large. However, we plan to include a few repeatables soon based on feedback, as well as the various seasonal fare you'd expect in April 
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Tue Mar 29, 2011 5:35 am |
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Commonwealth <TK>
Joined: Fri Jan 21, 2011 5:51 am Posts: 2371
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seeing the number of posts, ideas, issues and suggestions , there seems alota pressure on dan ....
_________________
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Tue Mar 29, 2011 5:42 am |
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BinaryMan
Joined: Tue Aug 10, 2010 8:40 pm Posts: 1671
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Yes, I know you are hard at work Dan  I didn't mean it as an angry post, but rather, to address in a somewhat balanced manner, people have often asked to boost scan, cloak, and other stuff, and it seems each faction actually has a focus in regard to ship subsystem that it would favor (and adds flavor). Linking basic NPC'ing to repeatable missions (but also an uncommon or rare drop straight up, people like "chance of really good item drop" as well) is one way to make hunting interesting, those were just some ideas. I do remember at lower rank, a lot of variety in NPC, and would like to feel excited again about "what is the next thing I will see", and this may be one way to address concerns about both NPC hunting and missions, and to combine them more in the long run. idk, thought it might interest you. Tried to think of something that fits your design paradigm, since a lot of suggestions are pretty far fetched for GL's current structure. Instead of "I never see that rare NPC that I want", it becomes "with everything I kill I get a little closer to a rare reward I want", whether its a ship boost or a planet boost. Maybe it's psychological, but most MMOs thrive off "continuous reward", so this incremental reward happening more often is more "rewarding" than getting the final reward all at once but "rarely" seeing the NPC, even if both happen to take the same amount of effort.
_________________Ex cinere surget iterum ego galaxiae dominatur. 
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Tue Mar 29, 2011 5:43 am |
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