Elite Dangerous does some things really well. In particular, the learning and skill curves make accomplishment feel rewarding, and the details of the ships, the nuances of outfitting, and the ability to create goals for oneself in the open sandbox galaxy will take the CMDR on a pretty long ride. Eventually, though, the novelty of things wears off and the monotony can set in. I wouldn't describe the pacing of ED as being riveting or addicting, per se. Once you hit boredom, creating new arbitrary goals can be a mental chore, and actually keep you away from ED. That's where I've been for the last couple months.
So I thought I'd outline some things that I find addicting in other games and overview how they could be implemented into ED.
- The ceiling should be unattainably high, there should always be another level. I think the Elite ranks in ED should be augmented; so the experience gap between Deadly and Elite can be done over and over to rank from Elite to Elite-II to Elite-III, Elite-IX, Elite-XXV, whatever. Keep tacking on Roman numerals, no ceiling ever. Have an ingame CMDR leaderboard for total rank progress, and leaderboards for the individual categories: Exploration, Combat, Trade, CQC.
- There needs to be much more detailed ingame achievements. These should be detailed to the level of distinguishing things like number of Sidewinders destroyed, number of Eagles destroyed, etc. Has anyone played Borderlands? Each enemy type kills are tracked, with experience bonuses or perks for reaching new tiers: 10 destroyed, 100 destroyed, 10000 destroyed, etc. More tracked stats! If this is a hard sci-fi game, give us some serious statistics. There could even be leaderboards for each of these types of categories. Things to be tracked: distance, number of jumps, enemies killed, shots fired, shot accuracy ratios, etc.
- In games like Fallout, I love collecting perks for achievements. Some games have really unbalanced perks systems, but ED could be more subtle but still reasonably rewarding. For example, destroying 100 Sidewinders gives an extra +1% damage bonus against Sidewinders, killing 1000 gives another +1%, etc. Perks could enhance any number of factors, shield recharge, ammo capacity, etc. but for fairly small values, and be capped at +5% (for example) to avoid balance issues. This system not only offers new challenges, but new rewards and optional ways of building up your ships in a different way than engineering.
- More unlocks. Everyone loves unlocks, they make you feel like you really earned something. Well, ship unlocks. I don't personally care much for system unlocks. I think every superpower rank up should unlock something unique and significant. Preferably, there will one day be a ship unlock for every rank up, Federation, Alliance, and Empire. There should also be a seesaw effect, gaining 2 points of favor with the Feds, for example, drops you 1 point with the Empire and Alliance.
- Speaking of unlocks, it really would make sense to make engineering effects unlocks as well, once each effect is unlocked, the CMDR can engineer things by paying extra credits to apply effects they have already unlocked.
It's the little details like these that take gameplay from drudgery to riveting and rewarding.
I do have to say, FDev, that I think you have some understanding of the principles of microrewards, because ARX earning is a great first step. I hope you'll consider some of these measures also.
So I thought I'd outline some things that I find addicting in other games and overview how they could be implemented into ED.
- The ceiling should be unattainably high, there should always be another level. I think the Elite ranks in ED should be augmented; so the experience gap between Deadly and Elite can be done over and over to rank from Elite to Elite-II to Elite-III, Elite-IX, Elite-XXV, whatever. Keep tacking on Roman numerals, no ceiling ever. Have an ingame CMDR leaderboard for total rank progress, and leaderboards for the individual categories: Exploration, Combat, Trade, CQC.
- There needs to be much more detailed ingame achievements. These should be detailed to the level of distinguishing things like number of Sidewinders destroyed, number of Eagles destroyed, etc. Has anyone played Borderlands? Each enemy type kills are tracked, with experience bonuses or perks for reaching new tiers: 10 destroyed, 100 destroyed, 10000 destroyed, etc. More tracked stats! If this is a hard sci-fi game, give us some serious statistics. There could even be leaderboards for each of these types of categories. Things to be tracked: distance, number of jumps, enemies killed, shots fired, shot accuracy ratios, etc.
- In games like Fallout, I love collecting perks for achievements. Some games have really unbalanced perks systems, but ED could be more subtle but still reasonably rewarding. For example, destroying 100 Sidewinders gives an extra +1% damage bonus against Sidewinders, killing 1000 gives another +1%, etc. Perks could enhance any number of factors, shield recharge, ammo capacity, etc. but for fairly small values, and be capped at +5% (for example) to avoid balance issues. This system not only offers new challenges, but new rewards and optional ways of building up your ships in a different way than engineering.
- More unlocks. Everyone loves unlocks, they make you feel like you really earned something. Well, ship unlocks. I don't personally care much for system unlocks. I think every superpower rank up should unlock something unique and significant. Preferably, there will one day be a ship unlock for every rank up, Federation, Alliance, and Empire. There should also be a seesaw effect, gaining 2 points of favor with the Feds, for example, drops you 1 point with the Empire and Alliance.
- Speaking of unlocks, it really would make sense to make engineering effects unlocks as well, once each effect is unlocked, the CMDR can engineer things by paying extra credits to apply effects they have already unlocked.
It's the little details like these that take gameplay from drudgery to riveting and rewarding.
I do have to say, FDev, that I think you have some understanding of the principles of microrewards, because ARX earning is a great first step. I hope you'll consider some of these measures also.
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