Greetings Commanders!
Happy New Year to you all! I hope your enjoyed you holidays and are excited to be back fighting the good fight against the Thargoid menace.
The purpose of this thread is to collect feedback on the Thargoid War in one place. Thank you all who have already contributed your thoughts and ideas which we are also gathering. Now that the Thargoid War has been raging for some time, we're taking stock to inform potential changes.
We're aware of a number of things already, ranging from the specifics of AX combat such as the Xeno-Scanner range of 500m being too short given the instant hostility, to the overall way the war operates. For instance, there is no particular focused effort encouraged via the game itself leaving players to organise themselves if they want to save given systems.
Please let us know what you think about anything from the smaller details to the grand scheme, both the good and the bad. It's important for us to know what's going well so we can continue down those paths as well as what needs improvement more urgent reconsideration.
O7
Hi Bruce, thanks for this thread.
Positives:
I love the idea of the war in general, and much of what's been done so far has been very good! I was absolutely hyped by the first week as the payoff for the months of buildup. I think that was great, really well done to the narrative team for that, and the visuals of the Stargoids and the audio of course. All of it was superb, and the arrival payoff was great.
The initial pressure of the Maelstrom arriving and taking over systems, then the tension built by more and more arriving at different times - all
really great. I felt very engaged and energised by the unfolding future. It felt fresh and new and promising.
For me, the gameplay idea of rescuing civilians from the warzones and delivering supplies was incredibly rewarding. Dropping into stations under active attack and sliding past the Thargoids while AX pilots (NPC) blasted Thargoids and chattered about it - extremely thrilling and engaging gameplay that I think is absolutely the highlight of the war so far.
Fighting Thargoids in AX combat around starports and ground stations, and the AX signal sources where there's a small group of NPC AX ships patrolling - all those are great, a very cool way to refresh that idea and make the threat feel more visceral. Being able to dock and repair/rearm at ports under attack was a great idea. The AX CZ... I only did a couple, they seem the same as before to me, but it was nice to see an escalation in difficulty for those. I very much enjoyed 'defending' ports from attack.
The general behaviour in system of the Thargoids (interdicting in supercruise) is also very thrilling and makes Thargoid controlled areas feel like they're
actually Thargoid areas of space.
The Maelstrom itself is awesome, very imposing and mysterious, very, very cool. The visuals and audio is brilliant. I'm excited to see where that goes.
I very much enjoyed that Fdev designed it so that that there was varied and
meaningful gameplay for anyone that wanted to take part, it wasn't only shooting Thargoids.
Negatives:
I
strongly feel that Fdev needs to remove PVP from the game. I realise that a small number of players enjoy it, but every time I play in Open in any of the AX systems there's players specced for PVP murdering people specced for AX combat/rescue. It's just
not fun, it never has been fun (for the victims). I know for a fact that I'm absolutely not alone in this feeling. PVP just needs to be totally removed from the game - OR - allow PVP in private groups, but keep Open PVE only.
After the first week of excitement Fdev made the decision to hugely boost the progress bars (I believe that was done twice). The Thargoid war immediately went from a genuinely concerning (in a fun way) development where Humanity
might actually lose (as were were told in the livestream), to a thing where we were flipping
multiple Thargoid controlled systems every single week very very easily. It went from feeling like a genuinely exciting challenge where I was doing my part - to feeling like a very basic lever-flipping mechanic. I've seen evidence that a single (very skilled) player managed to
significantly shift the bar
solo in one system. I got bored very quickly after that and I've been doing other stuff ever since, every time I look we've flipped more systems.
This not only makes the threat feel...frankly laughable - it also makes the Thargoids seem
pathetically weak as a species - that's a really big change from week 1.
I was hopeful that in flipping a system the resulting "rebuilding" phase might generate more content. I.e. it's relatively easy to flip the state back, but it takes a lot of work to rebuild the system, during which time it's vulnerable to being re-flipped. However... apparently systems auto-repair?!?! What?! All the potential gameplay of defending the repairs and shipping in repair teams, supplies, etc. All that is basically non-existent from what I can tell? I've no idea what led to that decision but it seems... weird.
I was extremely disappointed in the almost-total lack of Galnet articles on what was happening. There have been some, sure, but this is a
gigantic,
massive,
tremendous thing that's happening to all of humanity. I expected
a lot more discourse and politicians speeches, a lot more propaganda, a lot of stirring recruitment speeches asking independent pilots to sign up to defend systems (see below).
And that leads into: I like that Fdev left it to players to organise, but there should ALSO be in-game ways to start getting into the war at this point (weeks after the initial shock). You should be able to go to a "Thargoid War Recruiter" in faction systems near Thargoid controlled areas (as well as within) and sign up for a "tour of duty" similar to the systems used for Powerplay. There should be in-system versions where you go to a "Thargoid War coordinator" who hands out missions with text (and/or voice acting) explaining the situation and how to get involved. It's OK to put a paragraph or so in your games to explain stuff to people, it doesn't all have to be one-line descriptions - or a short bit of voice acting in the form of a recruitment speech "Commander, we need YOU to help defend humanity from the alien menace..."
The systems near Thargoid attacked areas seem... well frankly they don't seem to care at all. NPC's in nearby systems are still doing all the normal stuff. There should be vast disruptions for several systems around each Thargoid controlled system. Crashing economies, massive amounts of transport missions for people wanting to move away, cargo missions running supplies in as people prepare for expected invasions, etc. Depending on the politics of the system you'd expect different reactions, a tightly controlled dictatorship system might show no difference to usual on the surface, but the black market is thriving there and anti-regime groups are rioting, etc.etc.etc. Also NPC's in Odyssey starports should
really have been given different ambient conversations to ones not near Thargoid systems! Have the NPC crowded around a news terminal listening to snippets of war reports, have an unusually large group of people sitting near Apex griping about the lack of transport to get them away from the Thargoids. etc.
Considering Odyssey is the 'flagship' element of the game (a part that I really enjoy) I'm genuinely shocked and puzzled that there's not been ANY Odyssey-based content at all. Even if 'on foot' Thargoids is something that will come later in Update 14 (oh please god I hope so) then there could
at least have been different Odyssey missions relating to the Thargoid war systems. Maybe you get sent into Thargoid-attacked settlements to pull vital data from memory cores, or something, as a sort of reversal of the Salvage mission style combined with the mechanics of the thief mission styles? Maybe Fdev could have placed NPCs on the ground at some 'destroyed' ports and they could be the subject of delivery missions (Take supplies to field crews), Combat missions could be against scavengers stealing stuff from Thargoid-attacked starports, imagine fighting scavengers while Thargoid and AX ships zoom overhead! How cool would that be! etc.etc.etc.
The Orthrus... what's that? On the Livestream is was heavily touted as being something new and interesting and possibly related to... something secret and exciting?? The first week I was very intrigued by videos of people blowing them up for massive payouts - I tried to find them myself but wasn't able to find any. Many people thought that they were somehow the key to slowing the Thargoid advance or something... but...they just sort of have faded away into nothing??? Maybe the are getting blown up in vast numbers and that's why the Thargoids are stupidly weak? Who knows!?!
On top of all the above, I'm disappointed that by simply turning off the Thargoid war icons on Galmap a player can completely ignore the war entirely, it would be possible to pretend it's not even happening. While I think that should be what it feels like for the 'back half' of the bubble, the entire side facing the Thargoids should
feel it - not just by seeing the icons on Galmap, but even someone running missions or delivering cargo a few systems from the front should notice small changes, the NPC chatter shold mention the Thargoids, there should be more cargo missions for medical supplies and survival gear, more passenger missions of people going to the front (reporters, military returning after injuries, etc) and away from the front (families migrating, etc.).
It just doesn't feel like "the war" is any more than a few Thargoid controlled systems that are completely contained by the relatively few players involved and it's got no other consequences or effects whatsoever. It also doesn't read like it's going to
develop into something more. I assume it will, I hope it will, but I'm not seeing anything at all in Galnet or elsewhere that's building up the tension. Right now it feels like we've won. We probably would have already if the Maelstroms weren't protected by plot armour fields.
After that first week of genuine excitement it's just so lackluster and low-stakes now, and there's no signs that it's going to become anything more.