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Ancient Relics: Low Development Cost Idea to Generate Exploration Play ASAP


Olmeca_Gold

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Idea:


Use a system similar to surface mining to create a class of respawning items (e.g. Ancient Relics) collectible with the gathering tool. Then add bot buy orders for these items.

 

Why:

 

DU has great potential for exploration gameplay. People should be motivated to move around. Planets, moons and other things in the system are already beautiful at this early state, waiting for players to roam around. But a balanced exploration gameplay should rely on sustainable rewards. The wrecks do not really cut it. They are exciting but really rare. It is not possible to motivate people for a reliable income if they took 1-2 hours of they time. And they will eventually be gone. Meanwhile, daily rewards are a bad way to keep seeding quanta into the economy. That money could be used elsewhere as rewards to motivate players do fun things. Thus we need Ancient Relics (or whatever NQ wants to call them).

 

Feels to me that this type of play can be created at a significantly low development cost. It could start as simple, sparse, respawning nodes that can be sold to bots as described above. But it can also be built upon. NQ can eventually create variation between relics. Some more expensive, some cheaper. They can place them in space as well. Some actual reason to visit the rings of Thades. Some of these space relics could even take hours to extract, creating a PvP-conducive situation. Could even build a puzzle minigame around them. All that can take a lot of time. But it can begin with the simple, low cost version.

 

How could they be balanced?:

 

They can be at the right window of rarity/value.

- They can take time to extract.

- They can respawn in a rate that guarantees X amount per planet/moon.

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  • 4 weeks later...

Sell to bots, no, but to have unique or nearly so decorative items from alien civilizations that could only be found through discovery (and then player originated transactions to other players) would be something to look forward to.

 

Some of the relics could have functionality, perhaps teleporting to another relic of the same type, in the same construct.

 

There's quite a lot underneath this, beyond crass usage as a revenue source from bots.

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On 11/10/2020 at 5:49 PM, Olmeca_Gold said:

Idea:


Use a system similar to surface mining to create a class of respawning items (e.g. Ancient Relics) collectible with the gathering tool. Then add bot buy orders for these items.

 

Why:

 

DU has great potential for exploration gameplay. People should be motivated to move around. Planets, moons and other things in the system are already beautiful at this early state, waiting for players to roam around. But a balanced exploration gameplay should rely on sustainable rewards. The wrecks do not really cut it. They are exciting but really rare. It is not possible to motivate people for a reliable income if they took 1-2 hours of they time. And they will eventually be gone. Meanwhile, daily rewards are a bad way to keep seeding quanta into the economy. That money could be used elsewhere as rewards to motivate players do fun things. Thus we need Ancient Relics (or whatever NQ wants to call them).

 

Feels to me that this type of play can be created at a significantly low development cost. It could start as simple, sparse, respawning nodes that can be sold to bots as described above. But it can also be built upon. NQ can eventually create variation between relics. Some more expensive, some cheaper. They can place them in space as well. Some actual reason to visit the rings of Thades. Some of these space relics could even take hours to extract, creating a PvP-conducive situation. Could even build a puzzle minigame around them. All that can take a lot of time. But it can begin with the simple, low cost version.

 

How could they be balanced?:

 

They can be at the right window of rarity/value.

- They can take time to extract.

- They can respawn in a rate that guarantees X amount per planet/moon.

we had something similar in No Man Sky, didn't we?

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On 12/6/2020 at 7:52 PM, Penwith said:

There's quite a lot underneath this, beyond crass usage as a revenue source from bots.

Ideally the exploration rewards would have its own usefulness and demand. But that's more of a long term proposal. I wanted to keep my proposal as something they can implement in 5 days.

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