
Destination SkillQueue
Are We There Yet
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Posted - 2011.03.26 05:31:00 -
[1]
I'm not an anomaly grinder and not affected by this change, but I don't get why you are going for these all or nothing solutions where they aren't really necessary. It just ****es people off and isn't making the game any better. Such solutions are warranted when there is a fundamental difference between the different areas of space, but I don't see that to be the case here.
Let me explain what I mean. Take the WH space and DED sites in exploration as an example. WH space is fundamentally different from all other areas of space, so it makes sense to have rewards that only appear there. You want that, you go to a WH. Still differences in what you can get based of the WH level, but with increased rewards you get increased challenges.
With DED sites the differences between areas is significant, but nothing to warrant total differentation. Ofcourse you can have a system where there is a clear line between different security areas(lvl 1-3 high/ 4-5 low/ 6-10 0.0). Basicly have it so that every DED site can only available in one security area. No exceptions allowed. Inevitably you end up nerfing people and remove a lot of the fun from the game at the same time.
A alternative way of doing things would be to use an overlap system, something you seem to be going for yourselves, where you have specific sites for each sec rating, but also overlap at the edges(lvl 1-4 high/4-6 low/ 6-10 0.0). One of the benefits of these kind of models is that it offers better rewards to more people while still giving clear advantages to people living in more dangerous areas. It also gives people a taste of what they can expect if the can move to other areas.
As a highsec dweller, you mostly get to do those easy low level sites, but inevitably there comes a time when they notice that they would much rather be contantly doing those lvl 4 sites or even better and harder sites. You can either choose to keep hunting the few ones that appear in highsec or start taking risks and move to the areas where comparable sites are the norm instead of an exception. The same will happen later to the lowsec dwellers and their eyes turn to 0.0 or they settle for less because they prefer lowsec rules over 0.0. Again clear differentation in what you can normally find, but if you're lucky you can get a taste of what awaits you in other areas. A system that is more interesting, rewarding, enjoyable and quite fitting for the chance based nature of exploration.
At this point it should be quite obvious how this design, that you have adopted in other areas of the game, would fit the current anomaly changes. The all or nothing solution is even worse here though, since true sec doesn't affect the rules of the space or how secure that space actually is in any significant way. Player owned 0.0 is 0.0 in terms of actual security no matter what the truesec is, so while it makes sense to have truesec affect the level of rewards, it makes no sense to say that large areas of it will be **** from now just because. This especially since anomalies are designed to provide the basic income for individual pilots in that area and anything not competative/better than lvl4 missioning isn't worth doing.
You're making the game worse and less interesting, in my opinion at least, by using such clear cut limitations on what sites can spawn in what truesec or not. This especially since you could have just made it so, that the chances of getting better sites is higher with better true sec. Again differences are good, but is such drastic differences really good for the players or the game or even necessary considering you could have just made truesec a modifier in site type chance?
You also have the fundamental problem that if developing the bad space and fighting for it isn't worth it for the current occupants, it's going to be just as worthless for newcomers. It makes more sense for them to gather resources longer in empire and go straight for the decent space. No point fighting over crap.
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