Post by adema360 on Mar 4, 2019 4:32:24 GMT
After playing the game (playing through a lot of the story and side missions prior to finish the game), They are not doing, and are missing a lot of opportunities.
Story related issues:
If we are supposed to form relationships with these NPCs and have no real involvement in their plights where do we go from here:
Proposal:
These are all examples of things to help build relationships with these characters, that can help flush out the end game and add story, have like 1 new one of these a day, and then there will always be story content to slowly push the story forward, people can pick and choose which characters they want to build relationships with and ones they want to avoid because all they do is talk nonsense and spread gossip *cough cough* not calling out anyone specific.
[edited for TLDR]
There needs to be more loot:
[The too long, personal experience explanation part]
Having played some 3000+ hours of destiny 1 and 2, loot is a huge driving factor to keep the player base going. There is a reason why so many people left at the start of Destiny 2, some will never return if you have a stagnating game, where you scrap over 95% of all your loot drops, plays are not happy about that pursuit. The reason why people kept playing Borderlands 1 and 2 over and over again, was because even if they got trash guns, some of the guns they were outrageously fun you didn't want to stop each and every time you got one of them. Anthem needs to really push up these high tier loot drop rates, especially if they plan on keeping the existing system of random perk rolls with the potential of some very bad stats, add new guns/gear on a monthly basis, people want to be excited about prospective new loot, add special 'cataclysm' only legendary and masterwork weapons so people have some serious driver to play those events for those rare drops, expand on that pool of exclusives so each time there is one it further expands the loot pool, keeping the newest ones at that lower drop rate. People love having that sense of accomplishment. The reason why people did the raid in destiny 2 on prestige was so they could get 'glowing' armor, if for no other reason than that (which there really was no other point because it wasn't a great system at first). People not only like that feeling of accomplishment, but they also want to be able to show it off to friends and total strangers. Add those 50 gear score legendaries to GM3 people will play to have those most powerful gear items in the game, and as you increase the max level, keep compelling players to try the hardest content with exclusives. Don't be afraid to show off a players inventory level in Freeplay either, some will wear it as a badge of honor, or allow to turn that on and off, it's not like we can change gear in free play so you don't have to worry about changing that display value (even if some choose to hide it). One of my top 5 biggest disappointments in this game was after beating the main story, Prospero did not thank me for 'bringing the thunder' and rewarding me with a vinyl / decal as a thank you for your part in building up Freelancers. People don't like the feeling of not being properly rewarded for their time. Seeing the reward for the 'Challenge of Valor', does not motivate you to accomplish that task. Now the task for completing 25(more like 36 total) strongholds, that rewards you with something great, and that's just 1 part of the Challenge of Valor, so really there needs to be something that further breaks down what you can get by completing these things, because seeing a sticker 4k coins and 20 embers does not make me say, oh I can't wait to start this stuff.
[closing]
This has just been a rant, of someone that enjoys BioWare stories allot, investing time with these characters, and also loves looter games, but is feeling disappointed, in the lack of both in Anthem. The thing that applies to both of these types of games, is the player wants to feel like their investments are being rewarded. Anthem definitively has a good core for this, it's just adding all of these types of things that will flush it out, and provide more of a 'complete' product.
Story related issues:
If we are supposed to form relationships with these NPCs and have no real involvement in their plights where do we go from here:
Proposal:
- We Bring the Thunder for Prospero and he rewards us with vinyl on a monthly basis
- We help Sayrna hut for and 'capture' the perfect pets, if we have the prospect for a fishing mini-game why not a grabbit or other small animal catching mechanic.
- We help Dax survey areas of the map to help her make maps.
- What happened to the super old guy in the fort that said maybe I'll tell you more stories next time I see you and you never see them again.
- Run missions for Max to help get her 'supplies' safely into the city
- Zoe asks you for some materials for parts (you can just get resources while you are doing other things)
- Play missions with and helping Rythe, Jani, and Lucky Jack
- People traveling to the city, with news of other towns, and possibly even quests to find things they lost along the way.
These are all examples of things to help build relationships with these characters, that can help flush out the end game and add story, have like 1 new one of these a day, and then there will always be story content to slowly push the story forward, people can pick and choose which characters they want to build relationships with and ones they want to avoid because all they do is talk nonsense and spread gossip *cough cough* not calling out anyone specific.
[edited for TLDR]
There needs to be more loot:
- More masterworks need to drop (this needs to account for at least 50% of all special chest (events/stronghold) drops post level 30).
- Legendaries need to at the very least be guaranteed to have 'good' rolls, if not 'godly'.
- We have guaranteed components and gear attachments, we need to increase the probability of weapons with event/stronghold chests.
- Have a flushed out 'range of stats' so gear has 1% rifle damage buff, but possible 1-5% buff for that perk on this specific type gun model.
- Open the API for a stacking damage counter in the game (for pc), what is my raw damage, 'combo' damage on additional mobs, ability to track and store values to count and maximize 'optimal' DPS, things like this are common in MMO-RPGs, and a way for the community to work on something and developers not have to worry about it).
- Add loot monthly, not just a vinyl from an event though that's a good start, but gear/weapons/components.
- Have Cataclysm exclusive loot, that is added upon with each cataclysm having the newest stuff being the rarest.
- Don't be afraid of exclusivity, If players know they can get a specific gear/gun by accomplishing a specific task (even if its a rare drop).
- Allow a toggle to display the players' inventory level next to their name.
Having played some 3000+ hours of destiny 1 and 2, loot is a huge driving factor to keep the player base going. There is a reason why so many people left at the start of Destiny 2, some will never return if you have a stagnating game, where you scrap over 95% of all your loot drops, plays are not happy about that pursuit. The reason why people kept playing Borderlands 1 and 2 over and over again, was because even if they got trash guns, some of the guns they were outrageously fun you didn't want to stop each and every time you got one of them. Anthem needs to really push up these high tier loot drop rates, especially if they plan on keeping the existing system of random perk rolls with the potential of some very bad stats, add new guns/gear on a monthly basis, people want to be excited about prospective new loot, add special 'cataclysm' only legendary and masterwork weapons so people have some serious driver to play those events for those rare drops, expand on that pool of exclusives so each time there is one it further expands the loot pool, keeping the newest ones at that lower drop rate. People love having that sense of accomplishment. The reason why people did the raid in destiny 2 on prestige was so they could get 'glowing' armor, if for no other reason than that (which there really was no other point because it wasn't a great system at first). People not only like that feeling of accomplishment, but they also want to be able to show it off to friends and total strangers. Add those 50 gear score legendaries to GM3 people will play to have those most powerful gear items in the game, and as you increase the max level, keep compelling players to try the hardest content with exclusives. Don't be afraid to show off a players inventory level in Freeplay either, some will wear it as a badge of honor, or allow to turn that on and off, it's not like we can change gear in free play so you don't have to worry about changing that display value (even if some choose to hide it). One of my top 5 biggest disappointments in this game was after beating the main story, Prospero did not thank me for 'bringing the thunder' and rewarding me with a vinyl / decal as a thank you for your part in building up Freelancers. People don't like the feeling of not being properly rewarded for their time. Seeing the reward for the 'Challenge of Valor', does not motivate you to accomplish that task. Now the task for completing 25(more like 36 total) strongholds, that rewards you with something great, and that's just 1 part of the Challenge of Valor, so really there needs to be something that further breaks down what you can get by completing these things, because seeing a sticker 4k coins and 20 embers does not make me say, oh I can't wait to start this stuff.
[closing]
This has just been a rant, of someone that enjoys BioWare stories allot, investing time with these characters, and also loves looter games, but is feeling disappointed, in the lack of both in Anthem. The thing that applies to both of these types of games, is the player wants to feel like their investments are being rewarded. Anthem definitively has a good core for this, it's just adding all of these types of things that will flush it out, and provide more of a 'complete' product.