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Her Chosen
Grade No.2
165
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Posted - 2014.12.25 21:06:00 -
[1] - Quote
As of right now, the community view of strongboxes is largely a negative one. 3 reasons for this include:
1. Key:Strongbox droprate ratio 2. Disappointing assets 3. The cost of Keys
Working with all three issues can mold them into a fun part of the game. CCP has had many traditional good ideas that have been presented with bad implementation. I remember the EvE world up in arms about that ting where you could buy expensive t-shirts for their eve toon than real-life shirts. And something about a monocle...
1. Lower the ratio drop rate, and have less daily challenges that reward these boxes. After battle salvage should never exceed 1 box per battle. Daily mission rewards should not exceed 1 box. An insurmountable stockpile of strongboxes is very disheartening. Players don't have to acknowledge them, but they make the game more annoying. Annoying = less fun, less immersion.
2. Strong box assets should have higher value than any other rewards. Daily mission rewards should have more of the variety of rewards, so all players of all levels can enjoy them. Strong boxes shouldn't have militia level, entry level, basic level, or standard level rewards. The amount of assets the boxes can deliver should never be less than 5. This includes officer gear. The possibility of a player receiving a reward that they simply cannot/will not use may still occur, but they could be more likely to trade it to a peer.
3. 800 Aurum for a single key, and the value 5 packs and 10 packs are simply mathematically disappointing. Having $100s and $1000s of stockpiled boxes will only drive players away from wanting to purchase keys. Much like roll-over SP would have done. This again goes back to the ratio and droprate for boxes being ridiculous. Over time, I foresee key purchases halting, considering having over 10,000 boxes over the next few months is not an outlandish situation at their current drop rates. The cost of each key would seem more reasonable if the first two parts of the suggestion were implemented. If the current drop rates and rewards are left unchanged, then lower the price of keys needs to happen. 300 Aurum per key, and 5 and 10 pack deals applicable.
Strong boxes should add a creative, fun, and unknown element to the game. Not be the hindrance they are quickly displaying themselves to be. In my personal experience, I have opened 10 boxes, between purchasing, salvaging, and daily reward keys. I have only received 1 asset I have decided to keep, because it seems like a rare item to me. A 'Quafe' Assault C/1-Series Dropsuit. A glamour item.
STRONG BOX ROLE CALL
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Kierkegaard Soren
THE HANDS OF DEATH RUST415
607
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Posted - 2014.12.25 23:38:00 -
[2] - Quote
Very good post, and I hope this kicks off a discussion about how we can take what is, in essence, a good idea and implement it properly.
Personally, I think that boxes should be exceptionally rare, and within them there is a chance that a BPO or omega booster could drop. Powerful, strong rewards are a far stronger enticement to fork out for a key when compared to the current offerings of rare suits and weapons. I still those should be included to, but if CCP wants to get into this sort of thing then they really need to look towards how companies auch as Wizards of the Coast go about selling booster packs for trading card games. For example, each box should contain:
1 rare/super rare reward, being a BPO, powerful booster, custom suit skin (when released) or isk jackpot 3 uncommon item bundles, such as officer gear, faction warfare gear and custom suit skins. 5 common item bundles, 100 of each, high meta level modules and weapons, grouped around a theme such as shield tanking, logistic packages etc; the idea being that one box can keep a certain type of play style fully supplied and equipped for a good amount of play time.
Essentially, you want to be happy when these things drop in your lap. Mix desire and the RNG with worthwhile rewards and you'll get a potent feature.
Dedicated Commando.
"He who can destroy a thing, controls a thing." -Paul Atreides.
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
570
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Posted - 2014.12.26 12:53:00 -
[3] - Quote
Current drop rates basically mean that strong boxes shouldn't drop at all. Instead of keys and boxes, you can just simplify the system to a single item. After all, boxes are currently virtually infinite in their supply. You can get hundreds in a week and you will never have enough keys. As the OP said, having a backlog of a thousand boxes just discourages the buying of keys. The backlog has to be something that can be removed by buying a few keys, which would add an additional degree of satisfaction.
This goes double for people who haven't yet spent Aurum on keys. You will maybe get five keys a week, if you are lucky. And those are likely to give you pretty bad items, which grants an impression of those keys not being worthwhile. It's neither possible to remove all of them with a sane Aurum investment, nor does the content seem to be particularily worthwhile.
I support Kierkegaard Soren's idea of having box content structured like a trading card booster pack. This would remove that aspect of "What the hell am I supposed to do with a prototype weapon? I just began the game last month" and similar issues. You would always have at least some value in them, even if it's just the ISK sell value.
By the way, does anyone else feel an abundance of ISK since the daily rewards were introduced? It feels like I don't have to keep track of my spending at all, even with advanced gear. Only proto needs some moderation. |
Atiim
Titans of Phoenix
14695
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Posted - 2014.12.27 02:01:00 -
[4] - Quote
I believe that there should be certain items which are never obtained via Strongboxes, such as:
- Skillbooks
- Militia Items
- Strongboxes
Skillbooks are a waste because players can easily obtain a skillbook (which is a one time purchase) which makes them appearing in SBs useless. Even a 2mil SP player won't benefit from receiving a "Light Weapon Operation" Skillbook.
MLT Items are bad for SBs because they won't be used by the vast majority of players, have a terrible resale value, and when Simple Trading comes they'll still be ignored. New players would benefit far more from AUR versions of STD gear.
I don't need to waste time explaining why SBs in SBs is terrible for design.
The 1st Matari Commando
-HAND
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