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TalRasha

EFT Endgame problem vs. motivation to play after lvl 40

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TalRasha

Hi,

Would like to bring up thing that is in my opinion, extremely important for the future of the
game.

Endgame
Or in other words, game replayability. Around level 40 - 45 I am usually hitting the spot when my interest in the game slowly decreases. I guess this happens with everything in life, you are fired up
and than loose interest over time and search for something else. I know there are people who are able to stay with the game even longer till they hit 60+ level, but not a lot.

Problem is the endgame. For me its when I hit level 40, max my traders, max my Hideout, and complete most of the quests that arent pain in the ass, and are doable with considerable amount of time and effort.

After that, I am slowly losing the interest, since rest of the quests are slow, expensive and require you to adjust your playstyle for longer periods of time.

I would like to discuss here, and ask for your input and opinions as well. How to extend the endagame, how to make it interesting longer, how to implement some other activity, or change something so we are incentivized to stay with game longer and have some "other" objective to to other than kappa or killing 100 times Killa.

Here are few of my ideas:
1. Adjust current quests - 100m headshot 3x instead of 3x go for 1x and add reserve, 100x killa quest wat, like 5x, less grenade kills, Point is not to make game easier, rather make quests come and go faster so you are not stuck on one quest. (one side thing, I would remove the kappa, I dont consider it beneficial for the game at all, its OP item and not supporting 
the endgame at all)

2. Rework the current leveling system so the requirement for the level is always the same, example 50K, to add consistency, I know this is more of a psychological effect, but it would help on higher levels. You level up same speed, and you can see what is the XP difference when you see someones dogtag.

3. Hideout, Make the hideout - same like skills, deteriorate over time. So you constantly have to bring something to your hideout to maintain it, repair it, keep it going.

4. Daily, Weekly, Monthly missions. For example monthly mission where you get something you can get doing that mission only. Like new cool set of clothes, unique character look, face etc.

5. Ranks - this can be huge if done correctly, for example combination of survival rate, starting equipment price, K/D ratio and whatever else. You would get rank on every map and final rank would be calculated on importance or difficulty of the map.

6. Economics - this one will be probably the hardest, you have steady income of money from the game, hence you have to have something were you spend the money so everything is in check and inflation is not running away like crazy. Something like algorithm that takes into consideration overall amount of items and their overall price and adjust insurance, prices on traders and repair prices.

As you can see I didnt think everything through, so I am open to critics, ideas and improvements.
My Point is to make EFT more competetive against other games in the long run, to give you something to work towards after you max traders, max hideout and finish most of "doable" quests. I dont want to come back to tarkov just to see the new map and content, I would like to come to tarkov to work towards something that motivates me to play tarkov actively till next wipe. I know some people dont feel like that and are motivated even after lvl 45, but If you feel the same, please add your two cents to the discussion. Sorry for mistakes and this long story, but I wanted to  share this for a long time.

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Vodor

Firstly thanks for such a good post, it's been discussed a lot but no harm in another friendly gossip.

My thoughts:

1 hour ago, TalRasha said:

1. Adjust current quests - 100m headshot 3x instead of 3x go for 1x and add reserve, 100x killa quest wat, like 5x, less grenade kills, Point is not to make game easier, rather make quests come and go faster so you are not stuck on one quest.

I don't mind these as much, talking kill quests only it's nice in a way that they're split between scavs, players, distance, bodyparts. I think one key thing would be to somehow make the encounters to achieve these more common. How? I have no idea.

 

1 hour ago, TalRasha said:

2. Rework the current leveling system so the requirement for the level is always the same, example 50K, to add consistency, I know this is more of a psychological effect, but it would help on higher levels. You level up same speed, and you can see what is the XP difference when you see someones dogtag.

I'm not so sure the levelling distance between level is the issue, maybe rework the XP rewards for those tough moments, such as a bonus for killing PMCs within a timeframe of each other (maybe with a reverse-exponential timer of sorts?). Basically something that matches the scale of XP required between levels.

12 hours ago, TalRasha said:

3. Hideout, Make the hideout - same like skills, deteriorate over time. So you constantly have to bring something to your hideout to maintain it, repair it, keep it going.

Graphics cards degrade? Each year new cards come out to make bitcoin farming quicker? At a long shot if power station at shoreline gets shot up too much your hideout goes offline? With enough tools on you in game perhaps getting to a designated door gives you a chance to break into a hideout and take anything ready to collect in workbench, bitcoin farm etc. Would give the security a point to the hideout.

12 hours ago, TalRasha said:

4. Daily, Weekly, Monthly missions. For example monthly mission where you get something you can get doing that mission only. Like new cool set of clothes, unique character look, face etc.

I've always wanted random encounters more than anything, such as an AI escort across the map. If you find them they're carrying something nice. Or a map boss that 'digs in' in a random place - reserve or interchange would be mega for this.

12 hours ago, TalRasha said:

5. Ranks - this can be huge if done correctly, for example combination of survival rate, starting equipment price, K/D ratio and whatever else. You would get rank on every map and final rank would be calculated on importance or difficulty of the map.

I like this, though levels should be visible to you and friends/clan only and the public see your rank. Would certainly stop the side in me going "how the feck have they got level 25 after 2 days the sad gits" etc. Sorry I'm British, if I don't moan at something I get twitchy!

12 hours ago, TalRasha said:

6. Economics - this one will be probably the hardest, you have steady income of money from the game, hence you have to have something were you spend the money so everything is in check and inflation is not running away like crazy. Something like algorithm that takes into consideration overall amount of items and their overall price and adjust insurance, prices on traders and repair prices.

This would be difficult, sometimes I make millions, sometimes I lose millions. It's part of the game and part of me wishes to be broke, having to scrape by on scav runs to recoup or go in game with a shotgun only forced to avoid combat and just loot stuff.

 

All in all the above as a combined effort need to keep the game dynamic. Everything else should be secondary so it ensures longevity. If I go into a round with a sole purpose of looting 1 room, I want to be distracted by something else so it takes me a few rounds to get what I want done otherwise it does become a bit linear and stale. 

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teakay13

I think this game would do well with "seasons" or something of that nature. Maybe even like Path of Exile with with seasonal leagues that wipe every few months and then all of your skills/stash transfer to a standard league.

 

Either that or they really need to make sure the economy stays fresh.

 

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Vodor

I’d be against seasons, I’d rather one big game and then maybe offshoots like mini league, arena etc. But nothing that affects the main game at all.

They are still supposed to open world between all map, find traders in game rather than menus. That could be fun having to get into interchange to buy something and still have to get it out the game to your stash.

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TalRasha

I think we already have something like seasons, considering wipes. I would like to have the main game as well, some people wont be able to reach the endgame if season will be too short.

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RainmakerM4
Posted (edited)

Your problem is that you don't get it that end game does not exist. What you call end game, for some of us starts from first raid after a wipe. 

 

edit: BUT I do agree quests and missions need to be persistant.

Edited by RainmakerM4

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Rekonsile
Posted (edited)
On 12/30/2019 at 4:54 PM, TalRasha said:

6. Economics - this one will be probably the hardest, you have steady income of money from the game, hence you have to have something were you spend the money so everything is in check and inflation is not running away like crazy. Something like algorithm that takes into consideration overall amount of items and their overall price and adjust insurance, prices on traders and repair prices.

 

You can make a steady income from the game bro buy and resell premium ammo and mags. collect items that make expensive things.  Thermocoolers - weapon cases - sicc bags - red rebel axes - ammo cases - med cases. dont forget the faster you max out your hide out the more massiver income you get from the bitcoin farm. i make 3.2 to 4 mill every 150 hours from just collecting bitcoins and trading thicc weapons cases for roubles. There really are so many ways to make money its just people arent looking at anything but weapons and armor they take out.

Edited by Rekonsile
edit down quote

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