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Economy and game dynamic

My thoughts on economy and game dynamic. These, in my opinion, are connected.

Currently, PVP feels a bit weird for me. Sometimes TTK feels really quick, sometimes fine.
Aggressive gameplay is high risk, no reward. Passive gameplay is way more rewarding.
A lot of it is, I believe due to low meds and ammo.
Meds and ammo are drained too quickly. There is no way to clear a location without using lots of that. NPC is guaranteed to hit you at least once with a crazy flick. That is 1 shield already. Tanky NPCs eat lots of resources.
That brings us to the point of managing ammo and meds and not engage in fights. Or play slowly and trying to kill NPCs on stealth.
It's more beneficial to just 3rd party someone or hit them while they are fighting NPCs to not waste your meds and take the loot from them.

Aggressive gameplay brings nothing really. You come in location, clear all NPCs and do not get the reward for first come first serve. Then even after defeating 3rd party, you are left with yours and theirs empty inventories.
Normal runs just bring enough money to buy meds and ammo for a new one. Quests help a bit with extra money but that should not be the main source of income.
Also, lots of space in inventory is just meds and ammo. 

Trading resources for healing is also not the play, as you want to spend these in the upgrades. For example, biomass is crucial for upgrading heat capacity. I wouldn't trade it for meds unless upgraded.

Passive healing or depleted armor/health packs is not the way to make dynamic more fun, at least for me.
This just takes time and people take it slow, or rather it's just easier to extract and start a new run than finish this one looking for heals with a chance to die. 
That is why I hear people saying there are no PVP. People just waste resources on first location and extract or play extra carefully. Risk is too big to keep looting.

What can be done:
Lower prices for meds. Crucial.
Increase ammo cap in one stack. At least for light/heavy ammo.
More meds cap in one stack.
Make NPCs less tanky. Or lower amount of tanky NPCs in one location.
Make looting the location first and PVP'ing more rewarding
Make attachments more expensive. Feels like price is not scaling that much with rarity.
Maybe rework items sizes or prices according to the space they take in the backpack. Some of the items feel absolutely useless when taking two slots when there are much better one slot items that are stacking. 

All of the above should increase runners' activity around the map in my opinion. So it's up to you to understand what and in what size should be done, as it can go from passive tactical to brainrot pvp deathmatch. While I think balance should be in the middle with agressive plays bringing high risk, high reward. Tactical play should bring med risk, med-high reward. Passive gameplay should bring low reward.


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