We need to change the progression/quests/craft system.
I've played a lot at the game's launch along with my friends, but unfortunately, we quickly went in circles and stopped playing.
Each map has its contracts, and we just grind them in loops...
All that just to unlock items in the monolith and redo the same contracts over and over...
I think it could be interesting to keep the contracts tied to the maps, while adding main quests & side quests, and why not traders (like in Tarkov)? With reputation systems, etc., to unlock small advantages.
As for crafting, once you've unlocked a blueprint, you can craft it infinitely... This removes all interest in looting and even PvP, since you can't make money by recycling replicated weapons...
Maybe add items to loot for crafting weapons/armors, etc.—it would give looting some real value! And maybe make us pay a little fee when we craft.
I don't know what you think, but we need to create a gameplay loop that keeps people hooked, like in Tarkov & Arc Raiders.
Active Matter's core gameplay is good—I have fun when I play—but I see no point in launching another match.
I hope the game will find his player base, but you need to hook us, because your game is good !
Feel free to elaborate if you feel the same as me 🙂
#Consider changing the progression/quests/craft system ?
6 messages · Page 1 of 1 (latest)
Maybe add items to loot for crafting weapons/armors, etc.—it would give looting some real value! And maybe make us pay a little fee when we craft.
You miss the point of replicator. If you do so it won't be any different from the shop. And the exact point of replicator is saving your resources, allowing you to not be afraid of losing good gear. Otherwise you will barely see anything aside from basin assault rifles and rented gear
You gave Tarkov as example but tarkov has terrible economy that isn't even hard. It's tedious and unengaging. It focuses on punishing for initiative instead of supposting it like in AM.
Active matter, is an extraction game with loot... you don't have the appeal to loot in AM, you can craft stuff as much as you want.
In tarkov you can use loot to craft, for quests, to upgrade hideout, to barter, to sell etc...
Tell me your ideas to make players stay on Active matter, I just want to see it healty ^^
More content and points of interest. Also higher difficulty.
They issue is that everyone has a constant flow of gear but people are not losing it is numbers they get it. If devs make monsters more dangerous(Like they said why want to) so PvE would be not less threatening than PvP - people will start dying often enough to lose stuff while gameplay will remain thrilling.
I saw a lot of players including streamers, not liking PVE already, because they didn't understand it lol
That's the only issue you see to keep the player base ? Good luck, maybe the release on steam will give the game a second breath, but they need content/ change mechanics.
Thanks anyway, i'll see the progress, fingers crossed !
Craft must be divided on what is always free to craft with just time to wait and with fee of unique material resource that need to be spend to craft high tier items (like barret, m110, thermal scopes, 900 backpacks etc.). And such material will be given for gathering active matter and refining monster corpses so it will push you to actively wander around the map in action if you want to craft such items. This might also remove ridiculous craft times on such items of >8 hours.