To FDEV: Better ways for you to motivate us.

Obviously, there are always going to be some players who participate purely for the personal narrative aspect. They will always participate no matter what, so let's set that aside.

What makes players motivated to participate? There are a few factors.

Profit. Some players like to participate for credits. However, this is predominately newer players. Older players such as myself have enough credits to last a lifetime, so this is not a powerful motivator for us. Furthermore, this is a self-defeating motivator, as doing it very often results in more players no longer needing credits. Further, the way the profit is actually achieved is often completely disconnected from the CG, like the current Tritium rush. This makes CGs feel trite and pointless.

FOMO. The universal motivator, offering unique modules guarantees massive motivation. However, this can only be done so many times, and can cause FOMO fatigue. You can end up with players not WANTING to play, but feeling obligated to do so. This can create a negative emotional link with the game and reduce long-term player count. This can also cause frustration for players who miss out, who often feel left behind.

Roleplay. This only works if players know that there WILL be a different result based on their actions. This ONLY works if players truly believe a failable CG CAN fail. There have been too many CGs that have supposedly been failable, but it was obvious that it couldn't actually fail. This breaks the suspension of disbelief, kills the roleplay, and reduces long-term player count.

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Some general suggestions.

Profit: If a CG is supposed to be about profit, make sure it actually causes profit enough to motivate. The current CG, for example, does not offer superior profit to normal mining, and the module reward is ordinary enough to not be a potent FOMO motivator, either. For Mining CGs especially, the ideal method would be to offer large tier-related credit rewards to encourage actually mining the stuff rather than just trading it. Another trick that could be beneficial is to offer different numbers of contribution for different commodities, especially more difficult to acquire commodities. In the current CG, for example, you can mine upwards of 1000t of Painite per hour with an optimized mapped setup, but you'll cap out at approximately 200t/hour for Tritium, because it comes from icy rings. Praseodymium and Lithium Hydroxide are even worse, as they lack hotspots. The CG could easily offer 8x for those 2, 4x for Tritium, and 1x for Painite, and make it actually somewhat reasonable for players to at least grab them as they go.


FOMO: Putting FOMO modules in tech brokers is a bad idea. Instead, they should be offered regularly from CGs. This will have multiple benefits. It allows repeated use of FOMO without making players feel inordinately frustrated that they might never get a particular module. It prevents CGs like the current one from having a largely meaningless reward, because it's easier to buy it than to do the CG, especially when players will likely want several.

Roleplay: Many community goals like this one feel like pointless fluff. If you're going to involve existing powerplay factions, why not offer rewards for being a pledged member? If I've been pledged to Torval for 2 years, why am I getting the exact same reward as some fedneck? Even CGs that nominally have minimal impact on the galaxy can still have personal impact. Anything from increased rewards for pledged members of a power, to reduced merit requirements for ranks, or even a permanent increase in minimum rank. Alternatively, if you're going to offer FOMO modules, why not offer powerplay modules as a reward?

I could go on and on, but my basic point is this; don't let CGs become something players are encouraged to bypass or ignore. That's the path to another pause on CGs, like we had before.
 
Putting FOMO modules in tech brokers is a bad idea
Its actually the best idea Fdev had.
1) If you missed a CG on something crucial for current gameplay (Thargs for example), you can buy it.
2) You normally only get 1 or 2 of the module as a reward which would mess up folks like me who have at least five ships kitted out for Thargoid stuff
3) 5A pre engineered FSD, i rest my case

O7
 
Its actually the best idea Fdev had.
1) If you missed a CG on something crucial for current gameplay (Thargs for example), you can buy it.
2) You normally only get 1 or 2 of the module as a reward which would mess up folks like me who have at least five ships kitted out for Thargoid stuff
3) 5A pre engineered FSD, i rest my case

O7
The issue is that it invalidates future FOMO cg's. Far better to allow indefinite FOMO, imo.
 
The issue is that it invalidates future FOMO cg's. Far better to allow indefinite FOMO, imo.
The issue with that is how many past modules have there been? How long before that needed module is available in a CG again?
Take recent stuff, im lucky i work from home a lot unless during festival/touring season, some mates of mine missed the CG for the Pulse Neutraliser being stuck on a tour bus at that time.
Luckily they could buy it a few days later meaning we could get back into Titan mode pretty much straight away.
Missing that module would have been harsh on them after all the hard work we put in the month previous to keep up with the narative.

O7
 
The issue with that is how many past modules have there been? How long before that needed module is available in a CG again?
Take recent stuff, im lucky i work from home a lot unless during festival/touring season, some mates of mine missed the CG for the Pulse Neutraliser being stuck on a tour bus at that time.
Luckily they could buy it a few days later meaning we could get back into Titan mode pretty much straight away.
Missing that module would have been harsh on them after all the hard work we put in the month previous to keep up with the narative.
I think there's two separate module types under consideration here, though:
- modules which allow you to do something new (the various AX plot ones)
- modules which are just a bit more powerful versions of existing modules, like the lightweight shielded point defence

Plot ones obviously need to be making the module generally available.

For things like the point defence, or similar, I'm not sure they even particularly need re-running - most of them really aren't all that useful, as can be determined by the fact that no-one is demanding the lightweight shielded point defence makes it to a tech broker, or hoping for a NMLA revival so they can get the enhanced enzyme missile rack. They're not really any more valuable than the exclusive [1] decal I've got from a Colonia CG a while back. The catch comes when they accidentally make one of those modules too useful - which has only happened twice.

"Not really useful, but hey, free weird stuff" seems to be a sufficient motivator on its own.

[1] With only 30 people able to use the gold version, it might actually be the rarest cosmetic in the game. But still not prestigious enough for people to be asking for opportunities to get it again (which I wouldn't object to, incidentally)

Roleplay. This only works if players know that there WILL be a different result based on their actions. This ONLY works if players truly believe a failable CG CAN fail. There have been too many CGs that have supposedly been failable, but it was obvious that it couldn't actually fail.
I suspect this sort of thing is something Frontier find a lot easier to do [2] - especially in the "make convincing" department - by more obviously automatic systems. Powerplay being attempt 1, and the Thargoid War being attempt 2. The problem there comes when players try to do something "out of bounds" but allowed by the rules and succeed - the Empire turning major Federal military base Beta Hydri into an ALD Control system being the first example I can think of - and Frontier don't know how to react to it so just ignore it.

(From what they've hinted at, I have a feeling that their long-term plan is to phase out CGs pretty much entirely in favour of "attempt 3". Whether that works is really going to depend on how much they commit to allowing players to do something unexpected with it.)


[2] Though I thought the NMLA storyline, and some of the minor side stories around that time, were fairly convincing about "the result will be different", even if the difference was fairly small in the long run.
 
I think there's two separate module types under consideration here, though:
- modules which allow you to do something new (the various AX plot ones)
- modules which are just a bit more powerful versions of existing modules, like the lightweight shielded point defence

Plot ones obviously need to be making the module generally available.

For things like the point defence, or similar, I'm not sure they even particularly need re-running - most of them really aren't all that useful, as can be determined by the fact that no-one is demanding the lightweight shielded point defence makes it to a tech broker, or hoping for a NMLA revival so they can get the enhanced enzyme missile rack. They're not really any more valuable than the exclusive [1] decal I've got from a Colonia CG a while back. The catch comes when they accidentally make one of those modules too useful - which has only happened twice.

"Not really useful, but hey, free weird stuff" seems to be a sufficient motivator on its own.

[1] With only 30 people able to use the gold version, it might actually be the rarest cosmetic in the game. But still not prestigious enough for people to be asking for opportunities to get it again (which I wouldn't object to, incidentally)


I suspect this sort of thing is something Frontier find a lot easier to do [2] - especially in the "make convincing" department - by more obviously automatic systems. Powerplay being attempt 1, and the Thargoid War being attempt 2. The problem there comes when players try to do something "out of bounds" but allowed by the rules and succeed - the Empire turning major Federal military base Beta Hydri into an ALD Control system being the first example I can think of - and Frontier don't know how to react to it so just ignore it.

(From what they've hinted at, I have a feeling that their long-term plan is to phase out CGs pretty much entirely in favour of "attempt 3". Whether that works is really going to depend on how much they commit to allowing players to do something unexpected with it.)


[2] Though I thought the NMLA storyline, and some of the minor side stories around that time, were fairly convincing about "the result will be different", even if the difference was fairly small in the long run.
Completely agree, the non gameplay essential stuff is fine as one off or occasionally repeatable.
No issue at all with any cosmetics, i don't play this game as an MMO, im either Solo or PG with friends who dont care about having the latest flashy decals.

O7
 
Oh yeah, I do agree on making the gameplay ones Tech Broker available, but honestly those aren't really FOMO in the first place. Everyone knows those will be available after.

I'm talking, like, the modified mining lasers. Those should have been kept as CG rewards and given away periodically, rather than put in tech brokers and then becoming a pointless CG reward.

I suspect this sort of thing is something Frontier find a lot easier to do [2] - especially in the "make convincing" department - by more obviously automatic systems. Powerplay being attempt 1, and the Thargoid War being attempt 2. The problem there comes when players try to do something "out of bounds" but allowed by the rules and succeed - the Empire turning major Federal military base Beta Hydri into an ALD Control system being the first example I can think of - and Frontier don't know how to react to it so just ignore it.

(From what they've hinted at, I have a feeling that their long-term plan is to phase out CGs pretty much entirely in favour of "attempt 3". Whether that works is really going to depend on how much they commit to allowing players to do something unexpected with it.)


[2] Though I thought the NMLA storyline, and some of the minor side stories around that time, were fairly convincing about "the result will be different", even if the difference was fairly small in the long run.

I think the NMLA storyline was a decent example of good roleplay storytelling. The big problem was that it was way too niche. They could easily have CGs that involve Empire vs Feds, or Empire vs Alliance, and stand by the consequences.

I really hope you're right about 'attempt 3', but if they are going for that, they really need to make sure it has meaningful stakes or nobody will care, just like powerplay.
 
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