I recommend solving problems via superior design instead of punishment

It was pretty clear that during the Alpha going to a ground installation, looting it, then logging out to reset the loot was the way many people were overcoming the gear grind. Not everyone was doing this. Many of us were playing the game strait up by taking missions and turning them in and only getting the loot that was in the base 1 time.

The kneejerk reaction was to hotfix the game so that if one disconnects while at a ground installation all of the loot disappears.

All this accomplished was to punish the casual gamer for legitimate crashes and internet connectivity issues.

This has not stopped gamers from finding ways to reset bases. Now the solution is to go into orbit and land again.

What are you going to do now? Are you going to make it so that a ground installation can only be looted once per lifetime or something equally incompetent?

The real solution has always been to design a game system that naturally leads to getting gear upgrades and an end game activity that requires one to have that top tier gear. That way you don't care if someone gets to max gear quickly because they really needed to.

If you are lacking ideas for end game content then there is just 1....

Make a group area or high paying solo mission where we are holding back the Thargoids from destroying a ground installation and the difficulty requires max gear.

Forget any idea that PvP is the only possible end game. This is not a battle royal game and should not be.

Remember that the only time the player is the problem is when you have designed a system where the gear grind is the end game instead of a stepping stone to a real end game.
 
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