Key Points (No Details)
- Secure Containers, as they exist now, create an "anti-hardcore" game mechanic
- Secure Containers create a no-risk, "punishment-proof" way to generate mass wealth and progress a PMC through the game and make death/suicide beneficial
- This anti-hardcore mechanic does not belong in EFT because EFT is a hardcore game
- This anti-hardcore mechanic should be changed because EFT is a hardcore game
- Changing the anti-hardcore mechanic will cause a difficulty increase in EFT
- The difficulty increase can be offset by making changes to other areas of EFT
- One way to change Secure Containers to eliminate the anti-hardcore mechanic
- Change Secure Containers to be "Stash items only" (cannot hold items found in-raid)
- Secure Containers are important to EFT and should remain in the game but should function in a way that is in line with EFT's hardcore nature
Full Outline
- Secure Containers, as they exist now, create an "anti-hardcore" game mechanic
- One of the most common triggers for punishment in video games is death
- Typically death triggers a game's harshest punishments
- Significant loss of progress, loss of power ups, loss of "score", "rank", or "rating"
- The most classic example is the "Game Over" screen
- For decades in gaming dying a certain number of times would result in the player being forced to lose all game progress and completely start over
- In this sense, how severely a game punishes players for dying can be taken as one indicator of how hardcore a game is
- Diablo II "Hardcore" mode
- Dying a single time in this mode instantly ends the game and permanently deletes the character
- Super Mario Bros. (NES)
- Death comes easily (often a single touch from an enemy)
- Players are given nine lives
- Players can earn extra lives
- Earning enough points
- Collecting a certain power up
- Using up all your lives results in a full game restart
- Aside from one game (see the next point), I can't think of a single game that has claimed to be hardcore or has been labeled as hardcore in which dying is rewarded or causes players to advance
- Secure Containers create a no-risk, "punishment-proof" way to generate mass wealth and progress a PMC through the game and make death/suicide beneficial
- No risk
- Players can choose to equip only a Secure Container which cannot be lost on-death
- I will refer to such players as "Hatchlings" for simplicity sake
- This label is not entirely accurate but it is commonly used enough for people to recognize
- Hatchlings invests/risks nothing yet still has access to a raid
- "Punishment-proof"
- One of EFT's primary punishments is to cause a player to permanently loose any gear they take into a raid if they die, discard the gear, or fail to extract
- Secure Containers make an exception to this rule
- Any gear placed into the Container before the raid is protected from the death penalty as long as it remains in the Secure Container
- Any item found in a raid and placed into a Secure Container also becomes immune to EFT's death penalty
- "Insurance" creates another conditional exception to the death penalty but that is a separate topic and will not be discussed here
- Mass wealth generation
- Any item that is placed into a Secure Container by a Hatchling becomes pure profit
- A Hatchlings can never experience loss of resources
- Hatchling runs are typically much shorter than geared runs
- PMC progression
- Many PMC quests can be completed with no risk as a Hatchling
- Wealth gained at no risk can be used to fulfill Trader requirements
- Wealth gained at no risk can be used to purchase quest items from the Flea Market
- Wealth gained at no risk can be used to bypass Player Level and Trader restrictions via the Flea Market
- Low level players having access to gear far beyond their current level makes it easier to progress (if the player chooses to use gear)
- Death and suicide become more efficient than extracting (survival)
- Any item found in a raid and placed into a Secure Container also becomes immune to EFT's death penalty
- After in-raid items are placed into a Secure Container staying survival is no longer necessary in order to profit from the raid
- Instead of punishing a player, death becomes a time saving mechanic that allows players to end a raid faster than extracting in order to be rewarded with the loot gathered during the raid
- Suicide (typically via grenade) is even more effective than searching for a way to die
- Disconnecting from the raid is also effective
- This anti-hardcore mechanic does not belong in EFT because EFT is advertised as a hardcore game
- It's not about players having fun with Hatchets
- It's not about dying to Hatchlings
- It's not about "different playstyles"
- Playing using just a melee weapon should remain an option
- It is not about a mechanic not being "hardcore enough"
- A.K.A. "muh realism"
- It is not about wanting the game to be grindy
- It is not about "no-lifers" making it harder for people with less time to play
- It is about a mechanic that is opposite of hardcore existing in a hardcore game
- This anti-hardcore mechanic should be changed because EFT is a hardcore game
- Changing the anti-hardcore mechanic will cause a difficulty increase in EFT
- No more profiting from death
- Profit would only occur on successful extraction
- Survival rate would determine profitability
- Quests difficulty would increase drastically
- The difficulty increase can be offset by making changes to other areas of EFT
- In-raid difficulty
- Adjust A.I difficulty
- Adjust number of A.I.
- Adjust A.I. loadouts
- Adjust A.I. spawn rate
- Adjust A.I. spawn locations
- Increase number of Extractions
- Raid-generated loot
- Adjust the number of loot spawn locations
- Adjust the amount of loot per spawn location
- Adjust key spawn rates and locations
- Traders
- Adjust the cost of gear
- Adjust the sell value of loot/gear
- Adjust the cost of barters
- Quests
- Adjust quest requirements
- Secure Containers
- Buff the size of all Secure Containers
- Players will be able to protect more of the gear they bring into a raid
- One way to change Secure Containers to eliminate the anti-hardcore mechanic
- Change Secure Containers to "Stash items only".
- Players would only be able to place items into a Secure Container before they start a raid
- Only items already in a player's Stash
- No items found in a raid can be placed into the Container during the raid
- Keys, quest items, mods, cash, etc.
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