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sokastocal

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Everything posted by sokastocal

  1. I would be surprised if this hasn’t been suggested before, but I believe a rework of the in-game challenges/achievements to make them more ‘interactive’ in a way would be beneficial at all levels of progression. Feel free to tell me if you think this is a terrible idea haha. What I’m referring to specifically is a reward system for completing these challenges. Currently, they’re mostly decorative part of the profile and serve as mainly a checklist for completion sake, but I believe if they were utilized a little more, it could help out newer players especially. The outcome would be similar to a lot of Blizzard’s achievement systems I suppose, where maybe not EVERY challenge has a reward, but many of the more challenging or dedication requiring achievements give cosmetics for example. Below is somewhat of an outline of the system being used at various stages of progression. Early/New Game Progression: Maybe add challenges for new players to complete that reward slots or potatoes to give a little more of a kickstart. Sort of like Nightwave challenges but non-rotating and persistent across the account with dedicated rewards for each. These new challenges could be implemented in such a way that they are required to continue parts of the intro sequence and add sort of a ‘forced’ tutorial for the basics of systems like the modding system. Currently, the unlocking of each ship section one by one is a great idea, but I think pausing at each one and requiring a bit of an explanation through this forced tutorial with a reward incentive would be a lot healthier. The rewards do need to be meaningful and understandable to the player though, in which case I would suggest them being something that is required for the next step. I.e. a Reactor reward with the next 'challenge' step being installing it. If there needs to be a sort of in-universe explanation rather than just another menu to interact with, maybe Ordis gets a console section in the ship along with some line like “The Lotus has provided Ordis with resources to aid the operator, complete the provided tasks to obtain them.” Along with that, use Ordis or even a new NPC as the vessel for the game’s tutorials as a whole. Some examples regarding the mod system: Obtain a mod. | Have Ordis direct the player to a mission with the goal of obtaining supplies. | Reward: a specific Mod Install a mod. | Have Ordis walk the player through installing the rewarded mod. | Reward: some Endo Upgrade a mod. | Teach the player to use the previously rewarded Endo to upgrade a mod. Install an elemental damage mod Combine two elemental damage types to create a new elemental damage type And so on. For the last couple specifically, maybe they aren’t required tutorials. Maybe they’re just in the challenge menu for players to find if they happen upon it. Maybe the player ends up installing two elemental mods by themselves and they get a reward for doing so, reinforcing that this is a thing you can and should do. Having the option of being told what to do or figuring it out yourself basically. The point is implementing the tutorial using a system that the player would be using throughout all of their progression rather than putting development time into a throwaway tutorial menu just for new players that most people will ignore anyway. Yes these early challenges wouldn't really be "challenging," but teaching the player that looking at this "Challenge" section gives them a general idea of what to do next and filling it with the next progression steps would clear up so much confusion. Mid Progression: A lot of items are rewarded in response to completing things like junctions or quests, and I’ve noticed some confusion when watching players progress through the Starchart upon seeing this list of rewards and requirements when hovering the junctions specifically, especially on earth where the path splits, but one is required before the other. If junction requirements and both quest and junction rewards could be consolidated into a single system like the challenges, giving a central location for players to check for their next progression step would help a ton with this confusion, as players could potentially only be able to see the requirements for their next step, in this case being the progress toward the Venus junction. Of course, you wouldn’t want to spoil later progression or cause confusion by displaying the requirements or rewards of quests much further on, so maybe the visibility changes with progression anyway. Late Progression: (Spoiler just in case anyone doesn't want to know of some hidden rewards, though I did not state how to get them.)
  2. Similar issue. Multiple crashes, no crash report popped up. Log reports out of memory.
  3. As someone that bought the Zenith pack day 1, I will admit this is nice. However, it seems to completely miss the mark regarding the complaints. I'm sure this thread is filled with this info being repeated over and over, but just split the desireable items (the cosmetics) into their own bundles or a lower tier without the stupid Aya and Platinum padding it out. If this were an option, I would personally still buy the larger pack, it doesn't have to go, especially since people have already bought it. But give the people that want to support the game but don't have the means for the more expensive packs or people that just want one of the skins the option to do what they want. Prime access doesn't have this issue. The items for the most part are all obtainable in-game. The cosmetics and other items that aren't are in their own pack. And still people buy the larger pack that includes everything like the Plat. Plus, these items come back during resurgence occasionally where you can even more precisely pick individual things yoy want. It can't possibly take away more than it makes by offering a choice. I love you guys and I love this game, but this is a bit rediculous, don't you think?
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