A weekly challenge.

Hello,

I was with a work friend who doesn't play elite but plays a lot of online PVP esports style games.

We were talking about weekly challenges. In games like fortnite he logs back in more than he would like to due to the weekly challenges presented to the player. Elite should do this.
Add challenges with nice bonuses.

These challenges could be,
Mine x amount of material.
Kill x amount of npcs
Scan x number of planets
Become friendly with faction.

I think you get the idea.

In return you get bonus ARX or something

QUOTE="MK_Regular, post: 7981325, member: 156576"]

Admittedly, I am not sure if OP's suggestion of weekly personal goals would be the best way to go about adding more goals for players to complete, but it would certainly give players something else to focus on than just spending time staring at rocks, doing laps around Dav's Hope, or visiting Jameson's cobra and should encourage players to try other activities in-game. It would absolutely need to be finely balanced in order for the objectives to be doable while also being at least somewhat challenging, worthwhile and unobtrusive with respect to real-life commitments. I feel that a decent starting point for balancing weekly challenges would be for players to receive (or be able to choose from a list) 3 challenges per week, each of which can be completed in around 1-2 hours of gameplay and gives out enough ARX for a player to buy a new paintjob for their ship ever 1-2 months (assuming that they complete every challenge they recieve/choose). I do not think that there should be any other in-game reward for completing a challenge (other than the usual reward for the required activity), as that would make the challenges that much harder to balance.
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This is a "hook" that games designed to keep wringing money out of players use in order to keep people engaging with it, and encourage more spending of money due to the sense of investment and FOMO it fosters.

Elite has no need of this.
 
This is a "hook" that games designed to keep wringing money out of players use in order to keep people engaging with it, and encourage more spending of money due to the sense of investment and FOMO it fosters.

Elite has no need of this.

I completely agree the game has no need for it. I think though, in an open ended game, a lot of people can lose there way and stop playing just due to a lack of inspiration on what to do next. I think little personal challenges would be great for this just to show you different parts of the game you dont normally play. Also, with ARX coming...

We could call them "community goals" or something. That has a nice ring to it ;)

I was thinking personal challenges. Especially for solo players.
 
This is a "hook" that games designed to keep wringing money out of players use in order to keep people engaging with it, and encourage more spending of money due to the sense of investment and FOMO it fosters.

Elite has no need of this.
While it is true that ED doesn't need this, what ED does need is more short-term and long-term goals for players to set. Using World of Tanks as an example (this is something that WoT does/did very well), there are a large number of short-term and long-term goals that players can set themselves. In order of increasing time spent:
  • unlock and purchase an upgraded on a specific tank
  • unlock and purchase all upgrades on a specific tank
  • unlock and purchase the next tank of the vehicle branch you are working on
  • unlock and purchase the top tank of the vehicle branch you are working on
  • complete all of the vehicle branches in a nation's tech tree
  • complete the tech trees for every nation
While ED doesn't need to have anywhere near as many potential goals as WoT (some of the bigger goals require literally tens of thousands of hours or thousands of dollars to complete), FDev should probably consider adding a few new things for players to work towards especially considering that Painite and VO mining have essentially reduced and and all ship/module purchases to a hour or two in a pristine ring. FDev currently seems to be on the ball here with their recent announcement of fleet carriers, which should hopefully require more than 10 hours to acquire the necessary credits to purchase.

Admittedly, I am not sure if OP's suggestion of weekly personal goals would be the best way to go about adding more goals for players to complete, but it would certainly give players something else to focus on than just spending time staring at rocks, doing laps around Dav's Hope, or visiting Jameson's cobra and should encourage players to try other activities in-game. It would absolutely need to be finely balanced in order for the objectives to be doable while also being at least somewhat challenging, worthwhile and unobtrusive with respect to real-life commitments. I feel that a decent starting point for balancing weekly challenges would be for players to receive (or be able to choose from a list) 3 challenges per week, each of which can be completed in around 1-2 hours of gameplay and gives out enough ARX for a player to buy a new paintjob for their ship ever 1-2 months (assuming that they complete every challenge they recieve/choose). I do not think that there should be any other in-game reward for completing a challenge (other than the usual reward for the required activity), as that would make the challenges that much harder to balance.
 
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Admittedly, I am not sure if OP's suggestion of weekly personal goals would be the best way to go about adding more goals for players to complete, but it would certainly give players something else to focus on than just spending time staring at rocks, doing laps around Dav's Hope, or visiting Jameson's cobra and should encourage players to try other activities in-game. It would absolutely need to be finely balanced in order for the objectives to be doable while also being at least somewhat challenging, worthwhile and unobtrusive with respect to real-life commitments. I feel that a decent starting point for balancing weekly challenges would be for players to receive (or be able to choose from a list) 3 challenges per week, each of which can be completed in around 1-2 hours of gameplay and gives out enough ARX for a player to buy a new paintjob for their ship ever 1-2 months (assuming that they complete every challenge they recieve/choose). I do not think that there should be any other in-game reward for completing a challenge (other than the usual reward for the required activity), as that would make the challenges that much harder to balance.

You have articulated this much better than I ever could. And you hit the nail on the head as to why I find myself suggesting this. Stagnation.
 
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