Watching over the teaser live stream, some pictures were shown of unknown devices coming in 2.4. Some of them seem to look like deployables rather than weapons and it prompts me with some concerning questions:
Is the 2.4 going to continue the trend of splitting game content? Will it make it easier for PvPers to attack ships equipped for fighting Thargoids? Will it force players to drop every other form of progression purely for the sake of some kind of Thargoid module progress? Deployables sound a bit more interesting because it allows a ship to maintain its previously engineered configuration, but I think it would be a shame if all that work put into engineering them could not be used at all in any way. My hope would be that these deployables put a debuff on the alien ships making engineered weapons useful, and that this update will create new relationships with other mechanics that we already have.
It's often said that this game is a mile wide and inch deep. A major contributor towards this was making progression systems feel like a grind. One way of achieving that was the practice of isolating activities and mechanics from each other so that only one at a time can be played with. Some examples:
I could probably make a fat list on that subject but that isn't the point. It sounds like Frontier is showing interest with revisiting core mechanics after 2.4, but I want to know if they've considered previous design flaws and taken measure to ensure 2.4 makes the game less wide and more deep. I think this is something they should be thinking about with every update they plan in the future.
Live stream reference.
[video]https://www.twitch.tv/videos/154072893?t=07m57s[/video]
Is the 2.4 going to continue the trend of splitting game content? Will it make it easier for PvPers to attack ships equipped for fighting Thargoids? Will it force players to drop every other form of progression purely for the sake of some kind of Thargoid module progress? Deployables sound a bit more interesting because it allows a ship to maintain its previously engineered configuration, but I think it would be a shame if all that work put into engineering them could not be used at all in any way. My hope would be that these deployables put a debuff on the alien ships making engineered weapons useful, and that this update will create new relationships with other mechanics that we already have.
It's often said that this game is a mile wide and inch deep. A major contributor towards this was making progression systems feel like a grind. One way of achieving that was the practice of isolating activities and mechanics from each other so that only one at a time can be played with. Some examples:
- Waiting hours for that one particular kind of signal source when no other form of gameplay fits between, other than maybe courier missions which aren't really activities anyways.
- Grinding for 10k merits for a week to get a 100% bounty bonus for another week, when 2 weeks of bounties without a bonus pay the same. Neither of which contribute towards super faction rep gain.
- Waiting 4 weeks to earn a new weapon, one that's only given through Powerplay. Why?
- PvP only being for the sake of PvP.
- Manual trading, combat zones and mining not providing contribution towards any significant rank gain, engineering progress, and are not profitable without missions that don't add anything extra to the task itself.
I could probably make a fat list on that subject but that isn't the point. It sounds like Frontier is showing interest with revisiting core mechanics after 2.4, but I want to know if they've considered previous design flaws and taken measure to ensure 2.4 makes the game less wide and more deep. I think this is something they should be thinking about with every update they plan in the future.
Live stream reference.
[video]https://www.twitch.tv/videos/154072893?t=07m57s[/video]