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Adventure mode wish list
Typhi:
Great points Hubert P1ckle! :) I agree with all your points, except the finite ammunition one. It seems too much, but we will see how it will turn out :) I personally don't like going through endless menu's to buy (if you want to go as far as you would like) 6 types of different ammunitions ;) What could be done though, is that for every bullet you shoot you have to pay a certain price? So when you are back in a town you can press a simple button, restock and all your ammunition is there again ^^ (If you have finite you can easily restock, if you have infinite bullets you just pay a certain price/tax for the ammo used which is kinda like an artificial limit)
Machiavelliest:
I do not have the time to grind money to buy enough ammo/fuel to play adventure mode in a resonably competitive manner. If the amount of money you have in Adventure Mode is going to determine your combat capability, people who casually play this game will not be able to compete because of limited loadout and ship options, and will be driven away.
I speak for myself and my opinions here, but I don't think I'm alone. I will not pay for a game where I have to grind to get to really play the game. There are certainly those who will, which is fine, but please don't turn this into some sort of reinvention of a traditional MMO. It becomes a free-to-play, pay-to-win game with time being the currency of choice; grind-to-win.
postscript: I say I don't have the time because if I can afford all of these things playing casually, what is the impetus for people to play more seriously or to implement the finite system at all?
On the internal gameplay side, what happens with ammunition? Does the whole crew use only the Captain's ammunition stockpile? If not, wouldn't it make a lot more sense to just run AI crews who aren't subject to those limitations? Again, without the resources, it's impossible to get a foothold to gain resources. I sure as hell wouldn't want an ammoless gunner or engineer on my crew. Without fuel, you can't fly, but if you can't afford fuel, how do you afford ammo or items so you can be a crew member on a ship? It's a very prohibitive cycle.
This is a tl;dr, but I mention this because I have been a part of other game communities with this model. The main playerbase grew frustrated and began leaving because they didn't care enough to grind up the resources. The developers then introduced the 'pay-to-win' model to 'correct' the problem of the 'grind-to-win' model, which fully ruined the game. I really hope to avoid seeing these frustrating meta-mechanics in this game.
Pickle:
Grind is bad, but having easy money/supplies drop as manna from heaven is unrewarding. You fall into the inflationary treasure trap of 10GP being great at the start, but after the 100th drop you're wanting more. So you end up with levelled loot and scaled rewards. Now you've split the player base by playing time and created grind - whilst trying not to.
So you need a happy medium and you need to decide how you're going to reward players. And there seems to be at least two groups of players, Captains and Crew. If we're not all going to fly with AI crew there needs to be 3-4x more Crew than Captains. How is that balanced? - what are the relative rewards and advancements in each role?
The GW model would appear to work quite well, instanced lobbies and Captains seeking crews. Each player having up to four character slots they can choose to play and advance. But there's inevitably some degree of grind, or there's no feeling of reward or advancement. GW coped by restricting advancement to 20 levels, other games went silly and pushed level ceilings stratospheric and actively encouraged grind.
How weapons/ammunition will be selected in AM is an interesting topic. As it stands in PvP the Captain makes the significant choices, but in AM the Gunner and Engineer are going to have to add something extra to the crew-ship dynamic.
Typhi:
So why not make it a cosmetic grind, and let the base game and essential stuff remain intact?
MasX:
What's the point of of adventure mode if there nothing to gain
If there's nothing to lose
What gonna make this any different then the goi we have now
What the point of even making this mode if everyone is gonna
Have access to everything from the beginning
With unlimited resource what's stopping enemy factions that have
Larger player base from just camping.out side your town
With 15 galleon shooting lumber jacks and flaks on the first day of adventure mode
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