Game balance and Empyrion Internet site

Discussion in 'General Discussion' started by spacegal, Jul 13, 2022.

  1. spacegal

    spacegal Commander

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    Hello Empyrioners!

    Some months ago I wrote a few posts about the game balance to be redefined because, in my opinion, it is broken. The two main reasons were:

    - too few things to research and too easily reachable closing for good that part of entertainment even before the mid game;

    - the easily reachable level cap (i.e.: number of components) in your SV and CV by remaining in the first star system hence why someone needs to explore an entire universe if everything is already maxed out?

    Now, some days ago in the Empyron Internet site, section: 'FAQ -> Space and planet -> Q: HOW YOU ARE GOING TO ADD ENOUGH INTEREST FOR PLAYERS TO EXPLORE ON THE PLANETS?' I've found that in the answer it is reported something which, in the version 1.6.x at least, wasn't happening anymore: the need to look for resources in different locations.

    As of now for sure you don't need anymore to explore planets to find raw materials. In the first star system you can build everything just buying from the polaris asteroid shopkeepers whatever you need to build a super powered CV (that happened even in v1.4.x) and/or by recycling the ships you find in space... all of them even the... huge orange one ;).

    Furthermore even in v1.4.x in that sector (polaris asteroid) there is a strong pirate ship which can be destroyed only with a very strong CV. So the point is: as soon as you'll leave the first system to begin the mid game, you are already maxed out both on vehicles, weapons and character... so well I guess the answer in the FAQ section has to be slightly modified or the game need some love in the balancing section ;)

    To me the building of everything has to be redirected toward a less aggressive evolution line: just to make an example your first CV should be built using carbon not because I'm saying it :) but because the first phase of the game should give you only the resources to reach the first evolution step of a CV. If you can build your first CV immediately with xeno substrate who will choose instead the carbon substrate?

    Of course the first pirate CV should have only light missiles or no missile at all: it should be something to be managed with a carbon CV. And so on and so on and after many fixes in game balance then you really will have a real reason to look for other systems and planets.

    Thank you for reading, bye!


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  2. ravien_ff

    ravien_ff Rear Admiral

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    That's probably outdated.

    For now if you want the kind of progression you're looking for you'll need to look into using a custom scenario.. The vanilla game seems to favor that fast advancement which is fine and probably what most people want so I'm not sure how likely it is to change.
     
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  3. IndigoWyrd

    IndigoWyrd Rear Admiral

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    You can crank down the progression speed in the game options, and if you really want to annoy yourself, crank up the decay rate, oxygen and food consumption rates, and you can starve to death or die of dehydration 1000 times before progressing from level 1 to level 2.

    Kind of one of the nicer features of Empyrion - the level of customization options. Ravien is right though, the base game is built around a premise of faster progression.
     
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  4. spacegal

    spacegal Commander

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    Thanks for your answer guys and I must apologize because ravien answered a lot of times in the past and I never realized he/she is a VIP: the mind behind reforged eden... I don't like mods sorry but everyone talks about it enthusiastically (even the polaris in the vanilla game itself if I remember correctly) so I'd like to congratulate and apologize for being late but I discovered it just some days ago.

    About the progression more than a matter of how quickly, it is more a matter of: how well is EGS using or leveraging its features? So we have epic weapons before the mid game and that as a consequence will lower the hype for loot. The first cv will have top notch blocks so why using the first level ones? And so on.

    ...well on the other hand now that you make me think to that... are we sure the vanilla game represents what most people want? Ok, then why a wonderful total conversion such as project eden is so successful and so widely appreciated? Can't think of a total conversion mod of horizon zero dawn or elden ring or red dead redemption or elite dangerous or... ok I guess you got my point

    Maybe just maybe ravien's team work is filling some emptiness left by the vanilla game: to me one of those could be the game balance... just saying here... well maybe I could like more game mods joking of course
     
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  5. ravien_ff

    ravien_ff Rear Admiral

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    Well only the devs know how many people actually play a custom scenario versus vanilla, but normally only 20% of a game's player base ever even visits an outside source on the game, and even less ever interact outside the game.
    Just by posting on these forums, we're in the top 10% of the player base, and even those who just read the forums are in the top 20%.

    This leaves 80% of the player base who have probably never even opened the workshop and wouldn't know what a custom scenario even is.
    Again though, this is just a guess based on the numbers found for other games.
    All those players will ever play is vanilla.
     
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  6. Escarli

    Escarli Rear Admiral

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    I.e. we're all nutters :)
     
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