Community Goals as content delivery and story progression tools

rootsrat

Volunteer Moderator
::EDIT::29/11 - I have re-written some of the original stuff with some more arguments and in depth look. The original contents of this thread are in the spoiler tag below.



Community Goals as content delivery and story progression tools are in essence not bad at all. However they need to be engaging and interesting to fulfil that role. And I think this is not the case anymore.

I remember the Cerberus Plague. It was a little story line based around this epidemic that started in one system and then spread around. We had to stop the plague from spreading and it took us a while to do that! It was fun, the story was engaging and it took some effort to get rid of the plague.

It was all delivered as a series of Community Goals over the course of a few weeks. 1 CG per infected system. At first all the players tried to complete all the CG's in order to save all the systems. After we failed miserably it became clear we have to make sacrifices and save one system at a time. We banded together and somehow managed to control the plague and then help to invent a cure.

Lots of fun! The story was engaging, we could see the effects of your actions, we could see the stations in cured systems coming back to normal (some of the facilities were closed due to the plague) and then slowly but steady the Cerberus virus was eradicated.

Even though this was one of the very early CG's, it was a prime example of how the players can connect with the story behind a CG and get involved, actually seeing the results of their actions in game.

Also, Look at the one from couple of weeks ago - the one where we had to collect escape capsules and black boxes - it had a lot of people signed up and it ended just after 48 hours! It was something different and it was fun!

This weeks CG - even though the actions they require to take in order to complete them are fun - are a joke in comparison when it comes to participation. So what's happened? Well personally I think people are just bored with what the CG's have to offer. I think there are a few aspects that need to be looked at in order to attract people to participate in the CG's that are meant to be main story progression tool.

In no particular order, I think they are all equally important for the CG's to be an effective content delivery tool.


1) Unrealistic tier goals - whether it is intentional or a bug, when you see the CG struggle to reach Tier 1 in the first 48 hrs it really discourages from signing up for it. Why bother signing up for a lost case? And for this point - I don't mean that we should have easy-mode CG's, where they are guaranteed to be completed. A good challenge is needed too! What I meant was that CG's that are designed to fail (if that's the case at all) or that are bugged in a way that makes them impossible to be completed will not attract players.


2) Boring content - how many times can you haul some random trade goods for hundreds of LY's? It gets boring soon. We've had couple of interesting CG's lately, I mean the escape pod collecting was lots of fun, and this week's collecting tissue samples is something new and can also be quite fun. Give us something new, something unusual and interesting to do during the CG's and people will participate.

And I fully appreciate that it's different strokes for different people etc., but looking objectively - one can only repeat the same action so many times before it becomes a boring and dull activity. Especially if the story behind a CG is not very engaging or captivating.

There are SO MANY new and shiny things in the game. Guardian bases, Thargoid bases, all the CQC-like structures with satellites to scan, Mega Ships, Generation Ships, listening posts, planetary outposts that do nothing where you can't even dock, planetary mining sites, Thargoid battle sites, crashed ships, crashed pods, crashed nav beacons... Why not utilise them in Community Goals? Make CG's varied, make them interesting, use all the amazing stuff that at this point seems to be in game just for the sake of being in game.

These assets are truly amazing and it's a massive shame they are not being used in any way whatsoever :(


3) Back story behind a CG - My group hosted a CG few weeks ago - it was to build a space bar in a remote region of populated space. We've created the story and the characters associated with it and posted everything here on the forums. And even though the number of participants wasn't very high, compared to the other 2 CG's running this week, we still managed to complete the CG on Wednesday - even despite a Lockdown imposed on our system by a hostile group of players. I received lots of messages saying that it was a fun CG due to the back story. So even though the CG contents were a bit boring (it was rare commodities trading), the players felt engaged by the story, enough to commit time and fully complete this CG.

To give you some numbers - we've had just about 2200 players signed up to our CG. The other ones (there were 2 more running that week!) had over 8000 participants EACH. This is a great example of how a good backstory can make boring activities engaging. Same goes for the Cerberus Plague CG series, that I mentioned in the intro.


So maybe if the effect of the main story CG's was more significant, then more people would participate? You work your bottom off for a whole week and all you get is this lousy t-shirt a bigger missile pod, that is probably going to get nerfed in the next patch anyway... Make the results of the CG more BOOM and more BANG! Make it count, make us feel we are making a difference together, as the community, especially that this is in regards to an alien race that seems to be attacking humans!

At this point player can't really feel that, there is no sense of danger, it's just a bunch of repeated alien encounters that don't have any meaning whatsoever...


4) CG rewards - one of the benefits of participating in a CG are the monetary rewards. However they are laughingly low in comparison to some other methods of making money. And especially when it comes to activities like fighting Thargoids, that can be a significant cost in ship repair bills. You want to attract players to participate? Make it worth our while! What's the point of participating in a boring and bland CG, when you can make 200 million per hour just grinding passenger missions elsewhere? (I don't personally do it, but many people do).


5) Narrative presentation - it's poor. It's very poor. I mean it's all described in the CG text, but it's just not very engaging. It's not interesting. Just bland text that means nothing. "We need to develop new anti-Thargoid weapons". That's it really, in essence. Plain text, no images, no videos, no voice acting... It's just one big 'meh' to be honest.

Honestly, the whole Galnet needs a massive overhaul and I understand this isn't going to happen overnight, but there is something about the wall of text in the CG description that is not very "catchy". Also, in the context of new anti-xeno weapons - pictures of the new gear are not even in game, we just get them through Twitter, Facebook etc. Really? C'mon, at least show us in game what we're fighting for! Make us WANT those new toys, make us WANT to shoot Thargoids or haul the explosives or acquire tissue samples or whatever else is needed. Players need to feel attached to the story, and presenting it in the right way is one way to achieve that goal.

6) Little details that don't make sense - so, there is this research group that wants to invent the new weapons to combat the most dangerous threat humanity has ever come across - an alien race. In order to do that, they need tissue samples delivered to their orbital starport. And yet they make the goods illegal in that starport... When the police scans you and find out you're hauling cargo that they owners of the station asked you for in a massive announcement, you get the fine that (to quote the classic) kills your credit balance? Really? It's little details like that, that make me go "meh". It makes the whole thing less realistic and, yes I am going to use that word, less immersive.


Below is the original post that I wrote yesterday, in a hurry (at work).

Community Goals as content delivery and story progression tools are not bad at all. However they need to be engaging and interesting to fulfil that role. And I think this is not the case anymore.


I remember the Cerberus Plague CG series. It was a whole little storyline based around the CG's. We had to stop the plague from spreading and it took us a while to do that! It was fun, the story was engaging and it took some effort to get rid of the plague. Look at the one from couple of weeks ago - the one where we had to collect escape capsules and black boxes - it had a lot of people signed up and it ended after 48 hours! It was something different and it was fun! This weeks CG are a joke in comparison, even though the activities themselves are quite fun as well.

So what's happened? Well personally I think people are just bored with what the CG's have to offer. I think there are a few aspects that need to be looked at in order to attract people to participate in the CG's that are meant to be main story progression tool.

In no particular order, I think they are all equally important for the CG's to be an effective content delivery tool.


1) Unrealistic tier goals - whether it is intentional or a bug, when you see the CG struggle to reach Tier 1 in the first 48 hrs it really discourages from signing up for it. Why bother signing up for a lost case?

::EDIT:: For this point - I don't mean that we should have easy-mode CG's, where they are guaranteed to be completed. A good challenge is needed too! What I meant was that CG's that are designed to fail (if that's the case at all) or that are bugged in a way that makes them impossible to be completed will not attract players. That's the context, hope it's more clear now.


2) Boring content - how many times can you haul some random trade goods for hundreds of LY's? It gets boring soon. We've had couple of interesting CG's lately, I mean the escape pod collecting was lots of fun, and this week's collecting tissue samples is something new and can also be quite fun. Give us something new, something unusual and interesting to do during the CG's and people will participate.


3) Story progression speed - maybe if the effect of the completed CG was more significant, then more people would participate? You work your bottom off for a whole week and all you get is this lousy t-shirt a bigger missile pod, that is probably going to be nerfed in the next patch anyway... Make the result of the CG more BOOM and more BANG! Make it count, make us feel we are making a difference together, as the community!

4) CG rewards - one of the benefits of participating in a CG are the monetary rewards. However they are laughingly low in comparison to some other methods of making money. And especially when it comes to activities like fighting Thargoids, that can be a significant cost in ship repair bills. You want to attract players to participate? Make it worth our while!

5) Narrative presentation - it's poor. I mean it's all described in the CG text, but it's just not very engaging. I mean the whole Galnet needs a massive overhaul, but there is something about the wall of text in the CG description that is not very "catchy". Also, in the context of new anti-xeno weapons - pictures of the new gear are not even in game, we just get them through Twitter, Facebook etc. Really? C'mon, at least show us in game what we're fighting for! Make us WANT those new toys, make us WANT to shoot Thargoids or haul the explosives or acquire tissue samples or whatever else is needed. Players need to feel attached to the story.

6) Little details that don't make sense - so, there is this research group that wants to invent the new weapons to combat the most dangerous threat humanity has ever come across - an alien race. In order to do that, they need tissue samples delivered to their orbital starport. And yet they make the goods illegal in that starport... When the police scans you and find out you're hauling cargo that they owners of the station asked you for in a massive announcement, you get the fine that (to quote the classic) kills your credit balance? Really? It's little details like that, that make me go "meh". It makes the whole thing less realistic and, yes I am going to use that word, less immersive.

Thoughts? Ideas?
 
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Thoughts: Basically, they have made two huge mistakes here. They gave us aliens with no story to support them. They gave us multiplayer content (compounded by the suddenness of needing to wing up in a game that never required that ever before) and no story or tools to support them (LFG hubs for example). They didn't think outside the box (NPCs ignore Thargoids, as do stations, and Thargoids ignore NPCs), your example is very good that the goods the CG asks for are illegal in the space surrounding the station...wth?? And now there's a bug with required quantities, I'm going to read Brett's post now and see what's up with that). It's a balls up across the board I'm sorry to say, but hey, I'm sure lessons are being learned, and the 'main game' (which is what's important and what will still be here after thargoids are dead and gone) is no worse for it, you can (thank God) completely ignore thargoids and play your game as normal, I'm having no less fun than I was having pre-2.4, in fact some of the QoL changes and little additions were great!

When 5 of the top 11 threads are complaining about CGs, 2.4 fails, Thargoids and content delivery methods, you know something isn't going quite right.
 
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CGs (as currently known in the game) are a method by which to pretend there is content. If I’d known ED was gonna rely on this rubbish I wouldn’t have bought it.
 
Community Goals as content delivery and story progression tools are not bad at all. However they need to be engaging and interesting to fulfil that role. And I think this is not the case anymore.


I remember the Cerberus Plague CG series. It was a whole little storyline based around the CG's. We had to stop the plague from spreading and it took us a while to do that! It was fun, the story was engaging and it took some effort to get rid of the plague. Look at the one from couple of weeks ago - the one where we had to collect escape capsules and black boxes - it had a lot of people signed up and it ended after 48 hours! It was something different and it was fun! This weeks CG are a joke in comparison, even though the activities themselves are quite fun as well.

So what's happened? Well personally I think people are just bored with what the CG's have to offer. I think there are a few aspects that need to be looked at in order to attract people to participate in the CG's that are meant to be main story progression tool.

In no particular order, I think they are all equally important for the CG's to be an effective content delivery tool.


1) Unrealistic tier goals - whether it is intentional or a bug, when you see the CG struggle to reach Tier 1 in the first 48 hrs it really discourages from signing up for it. Why bother signing up for a lost case?

It is hard to tell without correct data - and it might be that FD will give us information about nature of bug - so I would avoid speculation here. As for tiers, I suspect they are mostly right, but fact that it is very hard for CG to fail is interesting one. I don't know if there's any good solution for that.


2) Boring content - how many times can you haul some random trade goods for hundreds of LY's? It gets boring soon. We've had couple of interesting CG's lately, I mean the escape pod collecting was lots of fun, and this week's collecting tissue samples is something new and can also be quite fun. Give us something new, something unusual and interesting to do during the CG's and people will participate.

Not all CGs will be exciting. Some of them will be just haulage with emergent element if you do it in Open. Some of them will have interesting back stories. Issue however is that CGs are simple constructs. There are no multiple stages and tiers aren't that different. I think as a framework is solid and proven as good way to engage players, but it needs more to continue to be engaging.

3) Story progression speed - maybe if the effect of the completed CG was more significant, then more people would participate? You work your bottom off for a whole week and all you get is this lousy t-shirt a bigger missile pod, that is probably going to be nerfed in the next patch anyway... Make the result of the CG more BOOM and more BANG! Make it count, make us feel we are making a difference together, as the community!

Not sure if text in bold is related with text after that. But interesting results for players are welcome.

4) CG rewards - one of the benefits of participating in a CG are the monetary rewards. However they are laughingly low in comparison to some other methods of making money. And especially when it comes to activities like fighting Thargoids, that can be a significant cost in ship repair bills. You want to attract players to participate? Make it worth our while!

I don't want money rewards though. Thargoid CGs are clearly meant not to have monetary element, it is sense of duty or wishing to take part in story. I would like to see non-monetary rewards more though.

Everything's improvable.
 
Nothing of value to add but thanks for this constructive thread : I'll follow this one carefully to see what the community can come with ... +rep rootrat.
 
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1) Unrealistic tier goals - whether it is intentional or a bug, when you see the CG struggle to reach Tier 1 in the first 48 hrs it really discourages from signing up for it. Why bother signing up for a lost case?

I'm firmly on the opposite side on this one. As storyline progression devices, CGs should be made massively more difficult, CG after CG, until a balance is found where success or failure is decided on a razor's edge in the very last hours imho. I find it sad to see it argued that week-long events should be tuned to be successful in the first 48h...

As player-grouping devices providing multiplayer hotspots, the current model of guaranteed free credits works well. Since success is guaranteed and credits drop from the sky, credit-hungry players converge to it because they want the credits, and people-hungry players converge to it because they know it'll be populated. But that's all that can be said for it, really.
 
CGs (as currently known in the game) are a method by which to pretend there is content. If I’d known ED was gonna rely on this rubbish I wouldn’t have bought it.

CG's aren't the issue, it's what you do to achieve the CG is what needs to be looked at, as soon as we got one that was interesting, it was over before I even had a chance to look at it. There are not enough variations to the activities available.

Also CG's should be tough to succeed at, but then have the different tiers much closer together.
 

rootsrat

Volunteer Moderator
I'm firmly on the opposite side on this one. As storyline progression devices, CGs should be made massively more difficult, CG after CG, until a balance is found where success or failure is decided on a razor's edge in the very last hours imho. I find it sad to see it argued that week-long events should be tuned to be successful in the first 48h...

I am not saying they should be done in 48 hours. Probably did't expressed myself well there. I really hated the fact that the other's week CG ended so fast - it was the most fun CG to date! I mean for the ones like this week's one - it was impossible to complete, judging by the progression. And why would anyone sign up for a lost cause?

I'm all for the CG's to be challenging - a challenge would attract people too I think. I also realise it's difficult to balance something, when the range of participating players can be between below a 100 and a few thousands. But this week's CG was just ridiculous.

Anyway, I didn't mean at all that we need easy mode CG's. What I meant was that CG's that are designed to fail (if that's the case at all) or that are bugged in a way that makes them impossible to be completed will not attract players. Hope this is clear now :)
 
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I don't want money rewards though. Thargoid CGs are clearly meant not to have monetary element, it is sense of duty or wishing to take part in story. I would like to see non-monetary rewards more though.

Even in real wars/battles there were those who were doing it for duty and those who were doing it for profit.

It's a game, I don't think we have such a sense of duty here, but we will surely do it if we can benefit from it ;)

Not getting a monetary reward is fine if I get some fun from it at least. Sorry but hauling cargo from A to B for free is not my kind of CG.
 

I remember the Cerberus Plague CG series.…

1) Unrealistic tier goals

2) Boring content

3) Story progression speed

4) CG rewards

5) Narrative presentation

6) Little details that don't make sense

Let's see, you liked the Cerberus plaque CGs, but:
They had unrealistic tier goals. One tier, success or failure, for delivering insane amounts of medicine. Most of those CGs where a lost cause and even the Bast medicine CG that in the end resulted in success was perceived as a lost cause. The final push, the last stand of a "few" stubborn CMDRs unwilling to accept defeat.
Boring content - delivering large amounts of medicine. Simple A-B trade.
Story progression speed: OK that was probably good. It created a sense of urgency seeing two stations in quarantine for every failed CG.
CG rewards - I remember earning something around 200 Kcr. Most of the trade runs where with negative profit, just to get as much medicine as fast as possible to Bast. The final CG reward was insultingly low.
Narrative presentation - a few GalNet articles, a list of closed stations and otherwise silence.
Little details that don't make sense - CG about hauling medicine and suddenly Heike Tea was found to be the cure.

(Yes, I still suffer from the Bast medicine CG trauma)

Other than that I agree with your points. All the things you mentioned need improvement, but the most important thing in my opinion is a better story representation in GalNet (or otherwise in-game) that gives the players reasons to care about the CG.
 
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I've only taken part in one CG and that was just to hand in the data.

For me there is no reason to take part. They just 'happen'. There is little to no background story build up that i can detect which then leads to all these pilots being needed. Give us a reason to do what it required.

I can't Rep Rootsrat enough for his opening post as CG's are a tool that could be a really interesting part of the game but so far I've found them to be not very engaging at all.
 
Maybe CG's are just not doing it for players anymore, maybe they are past there sell by date and just plain old boring now, so time to make some radical changes, or at least additions.

I am aware how limiting the game mechanics are, but there must be other, new ways to bring in new content.

For example, the new anti-thargoid stuff, why not have a new instalation\factory start to be built.
Players are tasked with completing missions to gather intel and samples to bring to the factories lab, (we start with a small lab built somewhere,)
This is the first stage, then when enough had been found out, and weapons invented, players are tasked with bringing specific materials and electronics to build them, (as more of the factory starts to appear in weekly updates)
Eventually after a few weeks, the entire station is built, and players can only outfit the new tech here, no where else.
To keep a good supply of weapons, players need to keep trading and supplying the station with the specific goods.

This would be more engaging and immersive than a simple CG, you can see the progress in the station becoming more complete, you would feel like your contribution matters, if you find a cheap source or mine the goods, you might also see a profit too.
Maybe the system needs defending too as the thargoids learn about it and send ships to attack.

If there is no participation in the event, the station simply does not grow each week, and no weapons are produced until it does.

Just one idea, i am sure there are better ones along the same lines.
 
Maybe CG's are just not doing it for players anymore, maybe they are past there sell by date and just plain old boring now, so time to make some radical changes, or at least additions.

I am aware how limiting the game mechanics are, but there must be other, new ways to bring in new content.

For example, the new anti-thargoid stuff, why not have a new instalation\factory start to be built.
Players are tasked with completing missions to gather intel and samples to bring to the factories lab, (we start with a small lab built somewhere,)
This is the first stage, then when enough had been found out, and weapons invented, players are tasked with bringing specific materials and electronics to build them, (as more of the factory starts to appear in weekly updates)
Eventually after a few weeks, the entire station is built, and players can only outfit the new tech here, no where else.
To keep a good supply of weapons, players need to keep trading and supplying the station with the specific goods.

This would be more engaging and immersive than a simple CG, you can see the progress in the station becoming more complete, you would feel like your contribution matters, if you find a cheap source or mine the goods, you might also see a profit too.
Maybe the system needs defending too as the thargoids learn about it and send ships to attack.

If there is no participation in the event, the station simply does not grow each week, and no weapons are produced until it does.

Just one idea, i am sure there are better ones along the same lines.

How is that different from a few CGs? Actually it's exactly a number of CGs. Stretched out over a few weeks.
 
How is that different from a few CGs? Actually it's exactly a number of CGs. Stretched out over a few weeks.

Because CG's happen behind closed doors, you don't see any results, just read about them on galnet,
Seeing a factory being built piece by piece gives you a sense of accomplishment, watching it all unfold.

Yes, it is similar to CG's, but like i said, the games mechanics are limiting, so trying to think of making something a little better. And I'm also sure there are better ideas, but we need a story behind the CG's, we need it to make sense, and we need to see something for our efforts.

But yes i do think that CG's should be scrapped, something entirely new, just no idea what can be done with the current mechanics.
 
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This games elements are just so disconnected from each other, it's a pity this potential wasn't used.
You'd have zero indication of an alien threat when flying around in the bubble, neither station NPCs, missions or your own crew NPCs mention those thargoids.
No high risk passenger missions from rich tourists who want to get hyperdicted by a thargoid and pay a healthy sum for it.
No trade missions to bring supplies to areas affected by thargoid activity.
Powerplay factions don't give a damn about thargoids either.

This goes for anything else that has been introduced into the game, like megaships, the salome story arc, now thargoids.

Having a galnet article once in a while that instantly gets buried underneath automatically generated hourly powerplay updates that no one reads anyway doesn't really help.
 
Why didn’t FD consider the gameplay limitations of their ‘game’ as they were making it?

And perhaps change things so they could later add actually good stuff?

Didn’t they wanna compete with modern games?

Or maybe they realised but it didn’t concern them, I dunno...
 
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rootsrat

Volunteer Moderator
But yes i do think that CG's should be scrapped, something entirely new, just no idea what can be done with the current mechanics.

I disagree, the CG's could be fun, they could also use current mechanics and assets... Look at all the new and shiny stuff we have: 'goid bases, Guardian bases, CQC structures with satellites around them to scan, Mega Ships with data links to scan, planetary bases that serve no purpose at all, planetary mining sites... Just use the existing mechanics and existing assets, but come up with something cool and interesting, something that will have a big impact on the galaxy or at least the local systems. Give us some worthwhile rewards while we're at it. Make us feel we're doing it for the right cause and that it's important.

This week's CG should feel like "OH MY GOD AND SWEET LORD BRABEN! We need to get this CG done in order to get those big missiles. WE ARE GOING TO NEED THEM!". Instead it just feel like another grind, even though the activity itself is indeed interesting.
 
CG's as a choice are "Fine", though there's some better choices they could be making in regards to them. Primarily, CGs should introduce:
- New features
- New content
- Develop story*
- Periodic "goals"

Worst choice FD made was making the first five AEGIS CGs just A->B trade goals in the bubble, well away from the brand-new Thargoid content they introduced.

Best choice they made (bugs notwithstanding) was making the Search and Rescue, Thargoid Combat and Tissue Sample salvage CGs.

Don't get me wrong, Trade CGs or Bounty Hunt CGs are fine, but when they literally take away from your new content like the AEGIS trade CGs did, it's bad.

I put a * against plot development because it works, but it shouldn't be the sole thing because

*drumroll*

We have tip-offs. Why on earth these *aren't* used to provide locations of things like Unregistered Comms Beacons, or crashed ships like Jameson's wreck, or things like Barnacle Forests

For the uninitiated, tip-offs (not to be confused with chain missions) are messages in your inbox telling you that some sort of signal or wreck was detected in system X at coords A,B, and you might want to check it out. They aren't missions, just procedurally generated locations on planets usually featuring a shipwreck or a planetary outpost. Fairly uninteresting and poor rewards. You only get a tip-off^ after running many missions for the same faction. You are lucky to get one every couple days, unless you do serious grinding, in which case you may get one or two in a day.

Rather than this uninteresting filler content, they should send you to the locations of these unregistered comms beacons (which are the start of discovering things on planets) or for minor discoveries like "Yet another barnacle" give you the actual coordinates on a planet. That way there's positive action you can take in-game which results in a trickle-feed of developments, rather than the needle-haystack planet searches we currently have.


^ You do *not* get a tip-off by:
- by staying in space for a while (this is a procedurally generated mission that arrives in your inbox)
- finishing a mission and getting an inbox message saying "come back to this station for another mission". That's a chain mission.
 
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