Suggestion: Much harder hunting instances, limited weapons to go with them.

Do you like these ideas?


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    9

lethal

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lethal jewgirl saint
I've been thinking about some ways that hunting could potentially head in a progressive direction while having majority positive impacts on current investors or the current economy. What I thought of was this.

Idea 1- New limited weapons that need to be crafted to maximize materials needed/ incentivize maximum hunting:

Have enemies such as vanguards for example drop new components used to craft limited weapons with significant dps and average/ below average dpp/eff. For example, a 450 dps gun with 2.5 dpp and 50% EFF. It should take a fairly large amount of cycle to make these. For example, 3-4x what it would take to gather the materials for an armatrix gun of the same tt. Don't make the guns last super long or anything, have them similar to armatrix breakrate/ cycle. These guns should not have crazy profession requirements. Mid level players should be able to use them. Also, make these weapons unable to damage other players, they should just be pve weapons. These should also not have extremely high tt so that players who like low total investment weapons will still want them. I.e. 150-300 ped TT.

Benefits: Add new toys that aren't gated too hard by level so it's a reasonable goal for every player.

They don't directly compete with existing limited items since they will be inherently more expensive because of more cycle needed to make them on top of being less efficient at generating loot

They will have significant appeal to players who wish to cycle much more ped while doing the hunting profession regardless of the state of the economy (should always retain desirability and markup)


They add a markup source to the hunting profession that previously didn't exist (the more spread out hunters are chasing different forms of markup, the more markup rises in other needed areas. A good example for this is when mayhem happens, animal oil prices rise because less hunters are available to fill demand. More resource sinks with demand that are more spread out in hunting have a compounting effect.)

Players with the most economic hunting gear will have the most advantage in gathering components, so it will add more purpose to current gear.

Will add additional value to items like limited crit scopes and sights as they will scale better with a higher dps weapon.


Idea 2- New solo instance that take significantly more dps and pairs with these new weapons.

Have new solo instances where a kitted out mod nano with buffs would barely beat the enemies regen. This essentially makes the extremely high dps limited weapons function as keys to doing the instance on top of their base desirability. The benefit still leans towards players with gear as they'll have crit chance/ crit damage advantage if they choose to do the instance with the guns as well as the previously stated advantage in gathering materials should they choose to sell the guns. These instances should have reasonable defensive requirements that can be met by mid- high level players with limited gear. The purpose is not to make an instance exclusive to top level players, but to add more markup and incentive in the hunting profession overall through the introduction of new limited weapons. Also, no one should be able to reasonably solo the instance using any currently existing unlimited weapons. Loot that's unique to this instance should include slightly more powerful limited weapons with low dpp and eff than the ones used to beat the instance (only dropping enough so roughly 1/3rd of instances could be done with guns acquired from the instance. Basically occasionally get a free, better key), strong consumables like neurostim modified, and possibly items for a really powerful armor upgrade chain along with whatever else will be desirable with minimal negative impact on the economy. The instance should also take a reasonable amount of time to complete. We need more players who have a life and jobs to put in money, but still have the desire to play. So probably between 30-45 minutes for one instance run.


Benefits: New, fairly easy to generate content to add interesting gameplay and stimulate hunting. (Mostly just tweaking numbers on existing gameplay elements.)

Added incentive and fallback usefulness for new weapons. The very high dps weapons will have dual purposes making markup revolving around generating them more long lasting and higher demand overall.

Huge HOF potential and fun. (Simple enough, getting big HOFs and globals is fun and is bound to happen in this case.)

Content that appeals more heavily to whales. Hunting is a pretty fun profession, but a lot of whales feel excluded due to the unreasonable profession requirements needed to cycle an amount of money that feels meaningful to them. That's why a lot of people in this category decide to gamble craft most of the time instead of hunt even though hunting is more engaging. (When I say whale, I'm talking about players who like to spend money in exchange for fun, and are willing to spend more than your average player for that fun, not those who are trying to invest with a main goal of gaining PED.)

Opens the gate to scaling up the hunting profession and adding more high end content that's still reasonably accessable to a large amount of players.





I put a lot of thought and effort into this post as a long time player and avid economy examiner, so please vote in the poll or discuss :)
 
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What i absolutely not like is the example with 50%eff and low dpp also the fact you talk like there is no hunting content for them lmao maybe we play different games. There is more end game content then for mid game just sayin.
Also if you want to gamble hunt you can already use weapons like the 0%effi ones
 
What i absolutely not like is the example with 50%eff and low dpp also the fact you talk like there is no hunting content for them lmao maybe we play different games. There is more end game content then for mid game just sayin.
Also if you want to gamble hunt you can already use weapons like the 0%effi ones
0 EFF guns like the grindhouse striptease have extremely low dps, the swine deluxe has better dps, but is still vastly lower than most weapons and is also non SIB, so you need level 100 to not pay for the misses on top of the very bad EFF. The point is to have a weapon that has high dps to take down bigger mobs while being slightly less efficient than normal limited weapons. So it fills a role as a way for mid level players to access higher level or exclusive content without devaluing any existing items. Also, this is meant to be a mid level gun as I stated. The whole point is to add high cycle content that's accessable to mid level players without destroying existing systems.
 
Good idea but so are a lot of ideas and even far simpler ones... the real problem is MA implementing them properly. If they can make something with sizable spend and some halfway cool drops like this + something to work toward some reward that's not economy breaking that'd be great. Kind of like EP4 recycle crafting but for hunting where portion goes to players and MA. I just don't have a ton of faith in their ability to balance the game. Just look at ice shield and recent reload chip and this was AFTER the massive balance failure with amount of mtokens during RM where they were trying to be careful lol. If done right would be good but is it worth the risk idk 🤷‍♀️ maybe if you draw them a fail proof roadmap to do it with droprates etc.
 
Good idea but so are a lot of ideas and even far simpler ones... the real problem is MA implementing them properly. If they can make something with sizable spend and some halfway cool drops like this + something to work toward some reward that's not economy breaking that'd be great. Kind of like EP4 recycle crafting but for hunting where portion goes to players and MA. I just don't have a ton of faith in their ability to balance the game. Just look at ice shield and recent reload chip and this was AFTER the massive balance failure with amount of mtokens during RM where they were trying to be careful lol. If done right would be good but is it worth the risk idk 🤷‍♀️ maybe if you draw them a fail proof roadmap to do it with droprates etc.
Yeah, the main risk on adding something like this without understanding the current economy would be them making the weapon take similar cycle to armatrix weapons to obtain or making them last too long so that people would prefer these to existing limited weapons for any normal cycling. If they didn't know how to balance material drops, they could always make a craft where all of the components need like 7 layers of subcrafts too. That way even if the base mats had 0 markup the 5% rake from each level of crafting would guarantee that the weapon would always be more expensive to make than existing guns and cost more markup. Would definitely be better to just have the materials drop from some world mob though and cost much more cycle to get than materials on existing guns so that hunting could be as involved as possible.

A fail proof roadmap wouldn't be too hard as long as the weapons have below average dpp and eff since they would always be easily out-competed by normal existing guns eco-wise, so combining this with making them cost more to generate than existing limited weapons would make everything balance its self out. If the demand gets high, current weapons would always have the advantage in supplying, if the demand were low for some reason, they wouldn't be worth chasing to try to make them. So I actually don't think the risk is very great.

And yeah good points, I do think it would have a similar effect to recycle blueprints where there's nothing to gain eco wise by using them, so they more just add markup to whoever happens to generate the blueprints without having the downside of oversupplying something. But it would also be cool to have a special purpose for them as well like the instance I described to build an economy around it.
 
Ya right could be 1 instance chain that they are only usable in so couldn't be used on shared loot mobs etc out in the world. But its tough to even make suggestions to MA anymore because they never do the simple obvious smart choices on anything and do some weird things instead to move money around and we don't know what kinda deals they do behind closed doors. Like obvious 1 is to make a new armatrix limited blueprint line with same short life using same components n ores basically but have higher stats like EFF so people want to use them. But what do they do instead make the oddball ass weaps with only mats from aris so now if they do make a new line it'll take a wreckingball to aris especially as armor is dying down. And they apparently want the money spent there even if it hurts the game as a whole to have caly mats be useless. So when they are more concerned about where money is being cycled at any cost over game health whatever we suggest that could be good will just end being a waste of time on our end sadly. I think this is a good idea tho if it can be made to where it's literally stupid to do in long-run and garenteed loss but that 1 out of 100 players grind it enough and hit huge by getting to end goal item that doesn't hurt economy like say an EP5 UL blueprint or whatever. Keep the ideas flowing maybe Socrates will see ya never know.
 
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