![]() |
|
Diversifying Money Making Opportunities And Removing Activity Reliance - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Diversifying Money Making Opportunities And Removing Activity Reliance (/showthread.php?tid=180892) |
Diversifying Money Making Opportunities And Removing Activity Reliance - Lythrilux - 06-17-2020 Money Making In Discovery: Why Missions Are Great And What Can Be Learned From Them So quite clearly and obviously, after a prolonged period of being heavily nerfed and unviable for many factions in the game, the community has reacted with hostility to the suggestion that there's anything wrong with missions right now. And to be honest, there really isn't, and literally right as the rework dropped activity shot up and there is a clear argument that the addition of the rework has been far more beneficial to server health than silent power trading in recent years. It's fun, it's engaging, it's a way to make money, you can roleplay or just do the activity with friends, and it's very easy to interact with other people that do missions. It's anything but f2/f3ing on the lanes whilst watching Netflix in the other window. But the one truth of Karst's thread is that its likely piracy activity will suffer as more people move to missions because spoiler alert: it's literally 100x more fun. And I don't think there's anything wrong with that, and it's not a reason why missions should be nerfed. You could make a single trade route net me 1 billion and I'd still be unwilling to do it because it's trading. And then I had a realization of why Missions are truly better for not just the server but the mod as a whole than trading, mining, piracy and even bounty hunting / pvp: they're not reliant on other players to entice people to log in.
In my opinion, the reliance found in all these activities is very unhealthy for server activity and if not for missions could hypothetically lead to the server's demise if they were the only means of making money. Basically, I think all these activities should get some kind of support or mechanics so that players can take the initiative to it themselves, out of their own volition, and for it to not near-exclusively require the involvement of other players. I'm pretty tired so I'll wrap up the thread with some suggestions for each of these activities that I think would diversify money-making activities on the server, as well as make them more rewarding.
RE: Diversifying Money Making Opportunities And Removing Activity Reliance - Lonely_Ghost - 06-17-2020 *Applauses* RE: Diversifying Money Making Opportunities And Removing Activity Reliance - Dark.Star - 06-17-2020 (06-17-2020, 11:54 AM)Lythrilux Wrote: Trading... what to do about Trading... It really just needs some kind of gameplay enhancements to make it more fun, especially when done solo. Something to keep you engaged and discouraging alt+tab. @massdriver was working on trade missions years ago and got close. Something like that could really help improve trading.This This actually is something, and that would be very good. RE: Diversifying Money Making Opportunities And Removing Activity Reliance - darkwind - 06-17-2020 *Sigh* This time it is not cutting content idea, but actually, really good propositions to enhance and bring more of good stuff. Yay and +1 to things above. RE: Diversifying Money Making Opportunities And Removing Activity Reliance - Karlotta - 06-17-2020 Diversify money making methods, per type (mining, trading, missions, cargo piracy), per faction (every faction should receive more ways to make money), and per play style (solo and co op), but do NOT diversify money making locations. Concentrate the methods to certain locations (active locations should have several ways to make money there) and keep other (most) locations yield 0 money making opportunity (isolated irp unexplored places that are far from busy routes). RE: Diversifying Money Making Opportunities And Removing Activity Reliance - Lemon - 06-17-2020 I don't know why people hate solo AFK traders so much ![]() As long as the trader stops for interactions And it got totally killed now It was just cool and relaxing to work and fire up relaxing click F3 in a window with occasional interactions RE: Diversifying Money Making Opportunities And Removing Activity Reliance - Dan. - 06-17-2020 (06-17-2020, 11:54 AM)Lythrilux Wrote:+1 RE: Diversifying Money Making Opportunities And Removing Activity Reliance - HoakinBlackforge - 06-17-2020 (06-17-2020, 11:54 AM)Lythrilux Wrote: Trading... what to do about Trading... It really just needs some kind of gameplay enhancements to make it more fun, especially when done solo. Something to keep you engaged and discouraging alt+tab. @massdriver was working on trade missions years ago and got close. Something like that could really help improve trading. Yeah, trading missions would make the experience on the game so much better, something like adding a bonus to doing a delivery of a commodity to a specific base. After all, credits are the blood necessary to progress on the game,. RE: Diversifying Money Making Opportunities And Removing Activity Reliance - pillow - 06-17-2020 I wonder if NPC transports with real stats and real escorts would would be beneficial. It definitely would feel better for a pirate bomber to destroy those escorts and that transport if they posed at least some threat and while they couldn't pick up the cargo they could still get some payout from the plugin. I'd definitely make more pirate bombers if I could simply fly around and make passive money on lanes while also potentially meeting a player. And about trading, I've always wanted trading to be more dangerous in general. Hauling from A to B wouldn't be so brainless if every once in a while an NPC Barghest dropped your lane and started shooting EMPs and Energy Cannons at you. Depending on the area you could increase the difficulty of these types of NPCs so that they pose more of a threat, meaning you would potentially be required to have a player escort you or something. Mining would also be improved by a similar system, simply spawning NPCs that are dangerous in asteroid fields that not only give money when you kill them but that also encourage you to do stuff with friends. You could even add friendly NPC patrols that you could stay close to for defense if no player is around to help you out. Plenty of things you can do with NPCs to improve gameplay and immersion without garbage like NPC gunboat patrols with CDs near Missouri. RE: Diversifying Money Making Opportunities And Removing Activity Reliance - Dan. - 06-17-2020 (06-17-2020, 11:54 AM)Lythrilux Wrote: (06-17-2020, 01:06 PM)Pillow Wrote: And about trading, I've always wanted trading to be more dangerous in general. Hauling from A to B wouldn't be so brainless if every once in a while an NPC Barghest dropped your lane and started shooting EMPs and Energy Cannons at you. Depending on the area you could increase the difficulty of these types of NPCs so that they pose more of a threat, meaning you would potentially be required to have a player escort you or something.Both Ideas are awesome. Combine them for Trade missions and you will never get bored, people will love to hire Escorts. |