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Story progression. It’s not as in your face as some games, but the gradual progression through the missions makes it clear that you’re building a reputation as someone that can get things done if you listen to the briefings.
So? If people don’t find content compelling in its own right then forcing them into it just generates bitterness and resentment. Allowing those people a way to escape it, legitimately, is healthy for the game.
Because most people don’t want to have to cheat to progress. They want to earn their rewards by engaging the content, not mod a file to get it all without effort.
The missions format is fine for an odd excursion, but as a core gameplay loop it was lacking sustainability. There’s only so many times you can speed blip to T3 and then murderhobo your way through a mission horde before “fun” becomes “chore”. The developers should be lauded for being open to expanding their original vision, not condemned for refusing to let their game die as so many other developers insist on doing.
Open worlds are like homesteading.
They're letting the prospectors settle on a piece of land. Reduces life support demands on the orbitals, and makes more room for new prospectors/miners. Even before there were open world missions, I still had an open world save... just so I could finally build all the things that there wasn't a reason to build in mission modes. Coffetables, bookcases, etc. I was nice to just have a decent looking home & workshop, even if it didn't actually serve a direct purpose & couldn't be used in missions.
But, if the open world areas were rich in exotics, the corporations would be mining the place, not handing it out to them for free. It sort of just doesn't make sense to me to have exotics on those maps (even if they add the ability during this future update).
Think of it like the old mineral prospecting rushes of the 18th and 19th centuries; it was the prospectors taking out all the expense, putting forward all the risk, and living their lives around their claims so that a handful of people capable of purchasing their finds for a fraction of its relative value could become richer men. In this situation, the open world map is our claim.
We also need to keep in mind that lore and game mechanics don't always play nice. Since the only people we will ever encounter are those we invited to join us in a session it's easy to forget that Icarus is an extremely active place. The introduction to almost every mission is Faction X or Faction Y has sent down dozens of teams to accomplish something, only to wind up dead or missing in the process, so while we only see ourselves in the game space the lore dictates that there'd be several dozen people of varying affiliations and missions near by.
Oh yeah, I agree. It's one of the things I like most about the game is the developing lore about the different factions. In the exploration missions, I like the fact that they start the briefing by stating a bunch of other people tried before you and simply disappeared, which makes it a little more special (to me) when I do actually blaze a trail to these places. Puff muh chest out a bit.
And they've already added lore about some of these factions doing some ultra shady stuff. The experiments that produced the giant scorpions. Group 15 OBVIOUSLY researching weapons tech. "oh hey, we just happen to have this experimental laser sitting around that can melt a glacier the size of a football field". Yeah... just sitting around. Sureeeeee.
Right now, they're all part of the UDA, and we're all sitting around one giant campfire singing "kum ba yah". But what if that stops?
What if cloak and dagger naughtiness starts happening. One faction attacking another to slow or hinder them. Camps going missing, and this time, it's not an animal that did it. You find a camp with arrows and bulletholes everywhere... massive tracks of blood, no bodies. All the prospecting gear is missing.
How about a group of prospectors going rogue, and decided instead of mining our own exotics, lets just steal other peoples.
Or later down the road, outright war between factions. No shadow ops, full scale war. Create a situation where players have to pick a faction to back, in order to have some even limited protection from the others. Keep the UDA as the "undecided" faction. Like blue helmeted UN troops, you're sort of a target for all sides, but you have more support. Picking a faction unlocks special gear from them, but closes off your source for others. Suddenly the licensed 3-D printer program you bought (that's what I view the "research" as, licensing of a blueprint) doesn't work anymore. You get a full refund, but now you can't make any more aruda arrows. That would SUCK.
There's a whole bunch of places the factions lore could lead to, game design wise.
I was going to make a suggestion that something they could add as one of the randomly generated objects are things to indicate those who came before us. Overgrown cabins, partially buried helmets, some patches of environment suits in the loot tables of predators we kill or bushes we cut down; nothing balance breaking, just flavour, but I like your idea too.
Given the story we're seeing unfold that will likely be a second DLC story expansion.
Hardcore is the best way to play this game... FOR YOU. Not for me. Enjoy your headcanon all you want but leave me out of it. I want to play the way I want to play. I dgaf how you play, because I'm not you.
What is so hard to understand about that?
yeah nice necro thread dude