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Lower energy costs per floor for multiplay

21 replies [Last post]
Fri, 04/08/2011 - 11:49
tiwddles
Legacy Username

As it is, it's immensely difficult to get armor components for people who multiplay and the fact that each player spends the same base 10 energy it becomes exponentially less efficient to play multiplayer as opposed to soloing for everything.

Add to the fact that enemy health more or less multiplies, and there's really little incentive to play with others, even though this is advertised as a multiplayer game.

I suggest lowering the gate cost for each player, decreasing with more players. Given that tokens, coins, and heat are shared (unless you want to change that which basically means there's even LESS incentive to multiplay) this would make the energy spent/total assets gained about even.

1 player: Each pays 10, 10 total energy spent
2 player: Each pays 7, 14 total energy spent
3 player: Each pays 6, 18 total energy spent
4 player: Each pays 5, 20 total energy spent

Fri, 04/08/2011 - 15:19
#1
MeSako
Legacy Username
Signed!

Signed!

Sat, 04/09/2011 - 14:53
#2
Jalok's picture
Jalok
That is a unique idea! I

That is a unique idea! I often try to not work in parties because there isn't a balance between energy and drops. ;)

This concept would really encourage people to go out in groups than tagging the mission alone! I like this idea!

Sat, 04/09/2011 - 01:19
#3
Milkman's picture
Milkman
Great idea, there definitely

Great idea, there definitely needs to be more incentive to team up

Sat, 04/09/2011 - 01:34
#4
OverHira
Legacy Username
This was one my first

This was one my first thoughts when I started playing a few days ago. It seems that every other element in game encourages grouping except this.

Sat, 04/09/2011 - 17:06
#5
izoold
Legacy Username
This is a great idea.

Definitely supporting this.

Sun, 04/17/2011 - 14:36
#6
Negimasonic's picture
Negimasonic
I still like this. There was

I still like this. There was another topic with similar values that I supported but I forgot where it was so I bump this one instead >.> Beneficial to everyone evenly.

Sun, 04/17/2011 - 15:45
#7
Anaxim
Legacy Username
Signing on

I verily approve of this idea.

Sun, 04/17/2011 - 16:03
#8
Addy's picture
Addy
I find that in a party, I

I find that in a party, I tend to blaze through stuff much more quickly than if I were doing it alone; also, no matter who I am with - solo or a party of four - I more or less make the same amount of crowns. More mats and such seem to drop, as well.

It's an interesting idea, but they DO scale up drops to account for the extra people, and that seems to have been missed or overlooked here.

Sun, 04/17/2011 - 17:34
#9
modyobwoc
Legacy Username
Similar Idea

I think lowering energy costs for groups is a great idea for exactly the same reasons.

I made a comment in this thread (where the OP makes some good suggestions about lift costs) along the same lines as you have outlined. I only covered reductions for a group of 2 compared to solo as I didn't want to do the maths for groups of 3 or 4 for each of the tiers (I'm not even in T2 yet so don't know enough to comment on it or anything beyond it).

The basic principle of my idea was to work on the basis of players wanting to reach terminals. Again I've not played long so don't know if people even care much for the vendors there or if the terminals are even a "Goal" people aim for. So where I think a solo player can get from Haven to 3 terminals (3 lots of 1st terminal, or Haven to Moorcroft Manor then Haven to the 1st again, or from Haven to the terminal after MM), group discount would allow groups of 2 or more slightly more bang for their buck, giving them extra distance to get to another terminal or something (2 players could go from Haven to 4 terminals).

Or in the case of T2, solo someone could do MM to Emberlight for 80 energy (hard?) or in a group, MM to Emberlight + MM to 1st terminal after MM getting another terminal because of group discount.

Mon, 04/18/2011 - 01:40
#10
Rentago
Legacy Username
Good job

people have been trying hard to find solutions to this energy crisis, but doesnt this beat all?

Mon, 04/18/2011 - 01:46
#11
Gratiano
Legacy Username
Great idea

This is a great idea! It'll encourage group play and strengthen the sense of community in the game.

Tue, 04/19/2011 - 21:22
#12
Winthos
Legacy Username
Love it

This is a fantastic idea! strait up support.

Tue, 04/19/2011 - 21:27
#13
PotatoGolem
Legacy Username
like

like

Tue, 04/19/2011 - 21:52
#14
G3N0Unknown
Legacy Username
/signed

/signed

Tue, 04/19/2011 - 22:29
#15
Sirrocco
Legacy Username
Yet again, this is me chiming

Yet again, this is me chiming in with the unlike. Personally, I think they have it tuned pretty well. If the tuning is off, I'd suggest that they buff up crowns in multiplayer rather than reducing energy costs. I don't see that there is an energy crisis, and essentially all of these suggestions come down to "this is a fun game, but I'd like the devs to earn less money from it".

Tue, 04/19/2011 - 22:30
#16
Lufte's picture
Lufte
Like!

Like!

Tue, 04/19/2011 - 22:49
#17
Negimasonic's picture
Negimasonic
@Sirrocco

Gain more crowns --> CE sells more
VS
Keep existing crown rates + an energy bonus for working with others -->CE sells more

The difference is. The first situation means you will always gain more money than you do now.
But in the second situation, you MAY gain more money than you do now provided that you continue to work with others more. Instead of soloing so much.

Either way for those who won't pay, CE sells more(prices also will probably get higher to match it).

Wed, 04/20/2011 - 09:08
#18
Thakos
Economics

With this you would be essentially halving energy cost for the most common expenditure in the game. That is a big change to the pricing dynamic. in the US, minimum wage increases of mere cents cause a surge of inflation, and that is a tiny percentage of what might be considered the mean unit of expenditure at that level, if such a thing can be quantified. In game, that unit being ten points, you're essentially lowering prices 50%.

Inject but a tiny amount of increased cr into the economy and watch it go haywire. Halve the cost of the most frequently bought good and there is no way of predicting what happens next. People wil finish the game twice as fast, at the very least.

Tue, 04/26/2011 - 22:15
#19
Negimasonic's picture
Negimasonic
bumpz anyway >.>

bumpz anyway >.>

Tue, 04/26/2011 - 22:22
#20
AgentPaper
Legacy Username
I think there's a

I think there's a misunderstanding of how heat drops work in a group. When you pick up heat, it's not split amongst the group, it's *duplicated* for each person in your group. So if you kill something and it drops 20 heat, in single player you pick it up and get 20 heat. In multiplayer, if a monster drops 20 heat and you (or anyone else) picks it up, you ALL get 20 heat.

There's no need to give additional incentive to group up, and certainly no need to lower energy costs, so you can stop it with all the /signed and bro-fist-bumping.

Edit: Same system applies to crowns. They're duplicated, not split.

Tue, 04/26/2011 - 23:00
#21
GeistZero
Legacy Username
Choices, choices

I have to say that the idea was pretty interesting, at the same time i did have my mind wrapped around the possibility of the duplicated loot. i noticed that with some of the materials(tokens especailly), but i wasnt sure it happened with the heat spheres. its funny cause id always try to go for the spheres thinking it went to the person who took it first. either way i thought the idea was pretty cool, we'd just have to wait and see. majority vote, i guess. then again, this is why this is called the suggestion page. God Bless!

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