This thread is for constructive critique of everything directly related to Ta'Deth crystals. If you want to discuss the cosmpiercer mechanic specifically, head
here.First of all, I want to say that I'm really into the concept of the crystals, obtaining them, researching skills with them, etc. I obviously haven't had a chance to do anything with the vast majority of it, so I'll only speak to what we've gotten a chance to look at so far to begin with: wilderness open PK events.
I love the idea of random conflicts on the ground that (almost) anyone can get to and participate in, but there are a few snags with how they work right now.
- At the moment, there's only a chance to proc a crystal drop when you're triangulating. This means that it depends on someone actually using the wilderness system outside of specifically trying to get crystal drops, which is probably going to be rare considering how light the rewards are for wilderness triangulation right now.
- The other issue with making this event player-dependent is that they're able to choose when and where (rng aside) the caches will pop up. This means that you can deliberately only go to certain areas to triangulate, hoping to have some kind of advantage (whether it's aggro or non-aggro mobs, inability to PTP/transit there, whatever).
Solution: Either substantially up rewards for triangulating in wildernesses so that people are more likely to participate in them (maybe do this regardless), or take agency entirely out of players' hands and just have the caches randomly show up in available wildernesses every x hours so that everyone has a relatively fair chance with no premeditated advantages.
- It's also worth mentioning that a handful of wildernesses are only accessible by going through faction capitals, which means that if someone is enemied to that faction and that faction has guards blocking their path to that wilderness, they're going to have a hard time participating.
Solution: Make this handful of wilderness ineligible for caches, probably. I don't see any other foolproof change here as long as guards are a thing.
I know it's just the first handful of hours since this substantial change, but I'm looking forward to seeing other people weigh in on the system so that it can get to a place where it's a staple of conflict in Starmourn rather than something that sort of falls to the wayside from disuse.
Comments
"They are elect to whom beautiful things mean only Beauty."
— Oscar Wilde
"I'll take care of it, Luke said. And because he said it instead of her, I knew he meant kill. That is what you have to do before you kill, I thought. You have to create an it, where none was before."
— Margaret Atwood
- Remove the ship pickup mechanic entirely by sending the discovered comms to cargo storage on that planet. Of course, the discoverer would have to fly out there any pick up the discovered comms as normal cargo.
I like the first suggestion better because it allows other players to get involved (meaning teamwork opportunity), but WILDERNESS DESIGNATE would have to be rewritten.Relatedly, you don't seem able to harvest by number. This is probably fine to incentivize slower harvesting which = more potential fight time, but I figured I'd point it out in case someone smarter sees an issue with it.
Also, now that I see that they don't, crystals should drop on death. To the victor goes the spoils.
Please consider changing it from something like 24 raw units of vandium to just 24 refined units of vandium, that you can pick up as cargo without needing to drag to a refinery. This would make it worthwhile.
"They are elect to whom beautiful things mean only Beauty."
— Oscar Wilde
"I'll take care of it, Luke said. And because he said it instead of her, I knew he meant kill. That is what you have to do before you kill, I thought. You have to create an it, where none was before."
— Margaret Atwood
- I'd like if there were 3p room messages while someone is channeling the crystal harvest, so you know if/who to interrupt.
- Reiterating, crystals should probably drop on death, and if that's the case, similarly you probably shouldn't be able to use the warpbag to send crystals to safety. Conversely, I'm actually not sure I'd like the "take crystals home" part to be contested either, because station transfers are a bottleneck and would probably become a cheap trap for crystal ganking. Maybe only drop them if you're still in the cache?
- I agree with the previous suggestions; either change the wilderness triangulation loot to one crystal or some other reward, or give refined commodities.
- Please add a conflict message for when a new cache can be discovered.
- Please enable the map in caches. I can't say strongly enough how cumbersome and frustrating it is to fight without a map.
- It'd be cool if there was a special faction log to note who stored crystals, took a CP, energy gain, whatever that's relevant to this system.
Edit: Rhindara made a good point, that the marks loss from death is probably a worse deterrent. That should probably go, too. Also might need to add some restrictions around retrieving your own INR from PK zones, so you can't just die and actually gain XP out of it.
"They are elect to whom beautiful things mean only Beauty."
— Oscar Wilde
"I'll take care of it, Luke said. And because he said it instead of her, I knew he meant kill. That is what you have to do before you kill, I thought. You have to create an it, where none was before."
— Margaret Atwood
I get your point, and maybe there are other ways to work the mechanic so you can have some incremental win. But I have to disagree that being brave of itself merits a reward. I'm all for encouraging people to try, but you should have to earn what you keep, or I think it cheapens the experience.
Marks loss and xp loss for participating in PvP objectives do not make these particularly attractive at all. I know I'll be a punching bag at these events because I can't code, I haven't learned to fight properly at all and I'm playing Scoundrel (buffs plz). I still want to get involved, but I won't bother if this remains the case.
I agree that crystals should not drop on death, but I feel like the current iteration of having one crystal spawn per room, with however many are spawning currently, only encourages people to split up and not really contest the ones getting harvested when you could ignore a fight and find another crystal a short distance away. I think fewer spawns but more crystals per spawn point would encourage more skirmishes. Perhaps even a mix of single spawns and larger clusters means there's something for everyone.
I'm glad that the wilderness mobs have been thinned out, since it should really be about PvP in those zones, but I do find it unfair how Nanos can still ignore aggressive mobs in rooms while they scout out an area.
The new map for caches is amazing, by the way!