Suggestion: Community Goal Structure

So I've been piddling around on the guardian CG currently in play and I read something rather...disheartening. "1,804 participants" was listed on the mission when I went to review how I was stacking up.

Now, I'm in a DBX with 8 tons of cargo space...I just dropped into this event for the sake of doing something different for a week before I pick my next major goal. Anyways, at the time I had turned in something like 24 tons...three trips basically...and thought I'd see what the tier was at and what my reward might be.

I'm in the Top 50%. For delivering 24 tons. At this rate (because I haven't stopped since then) this will be the easiest couple million credits I made doing something for kicks. Now, I imagine the participant count has risen past 1,800...but c'mon, that's pretty terrible for the end of the weekend for a CG.

So the suggestion(s)...

1) Community goals should list what each tier provides.

Yes, that's more text. Yes, I do think it will help. I'm not talking about the credits either, FDev. Give me the juicy stuff - what sort of blueprints or gear or story am I gonna get if I put in the effort? What is the point of a CG tier system if I don't know what the tiers actually represent beyond meager increases in payout? It's not a secret that CGs do not make you a lot of credits - so why bother doing them...

Seems the other millions of players not participating are asking the same question. Joke is on me I suppose.


2) 'Community' Goal implies the intent to draw the 'community' together - so do it.

I, too, want to see more types of CGs...what I didn't want to see was a trade CG with no partnered combat CG. I'm a PvE commander...I don't do PvP, and I only do combat when I'm not chilling in the black or paying bills in my Beluga Liner. That said, as an Open Player I like seeing other commanders around - it makes the world feel alive. Now on PS4 these folks don't usually say anything to me but presence is everything. Some try to shoot me...I shoot back or run (mostly I run...DBX and Beluga, remember?) but the world feels alive. This is why I go to CGs - gankers and all - because it's a lot more entertainment than what I'm usually doing.

CGs need to have something for everyone - not just trading, or salvaging, or exploring, or combat. This isn't rocket science - use all of it, that's when the game shines best right? Spreading out CGs is a terrible idea that further fractures the player base.


3) You already god-mod other aspects of the game...why aren't you doing it in the one area it should be?

Community Goals are marketed as 'impactful' events. The party line is, "IF you show up - something will happen that affects the game universe". Sometimes that is true - the new station at Sag A* is a great example, albeit an expected outcome. So let me pitch this to you...

You, FDev, know what modules and goodies you have planned for this initiative and (I would hope) a couple others in the near future. These are genuine, bona-fide treats worth playing the game for - fitting for the model of CGs. But, as already listed, you don't tell us what it takes to earn them (tiers aren't transparent) and you don't provide multiple avenues towards achievement (narrow CG design). So what ought to be really exciting stuff for the community to work together (or fight over) towards, you end up with...well, this. A CG with 1800 commanders working towards 'maybe' equipment...most of the playerbase will get without ever being involved.

SUGGESTION: Community Goals with actual consequences for progress.
  • CG now lasts one month, not one week.
  • Each Tier has an associated award.
  • Tiers 1 thru 3 unlock story advancement, with rising credit rewards.
  • Tiers 4 thru 6 unlock module, engineer, NPC trader, etc.
  • Tier 7 unlocks World Alteration: stations, sites discovered (or planted in game world to be discovered), new enemies, new mechanics (like the Zende Ferry)
  • Tier 8 unlocks a new Ship or Feature

The story of most CGs is pretty straight-forward in formula: X Corporation wants to accomplish Y goal and needs external help in the form of Z.
  • X can be a Powerplay faction (Ooooh...actual lore), a nobody faction (as usual), or even player Factions (Fuel Rats ho!)
  • Y is the R&D of technology, the discovery of a new world to build a HQ, the tracking down of criminals, etc...all of which can be supported in various ways. Combat pilots turn in bonds, representative of narrowing the search for, or defending the progress towards the goal. Trade provides investment in that search/progress. Exploration provides data/salvage for that goal.
  • Z is the actual story: we're researching guardian tech for massage seats, holding Thargoids back from disrupting a major event any further, so-and-so is developing a racing ship to compete with the Mamba. The point is: the story goal clearly relates to the rewards and the impact they will have on the game world, not just the commander.

CG's don't have to be every month, but a typical developer ought to be able to meet the criteria of new feature or ship (something as simple as new limpets or complex as a ship or the FSS) every two to three months. CGs stop being a non-stop parade of 'who gives a f***' stories to actual events worthy of involvement. They also don't alienate commanders who may miss playing the game for five days of the week (or for two weeks in a row). Having a week-long CG would be like a car dealership expecting national turnout for a weekend event they broadcasted in the local paper.


My two credits (and many words). CGs don't need to be redesigned from the ground up. They just need you to think a little more strategically about what they can bring to the game.
 
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