I think this game should be redone about the growth path planning of players
The player growth path plan I envision is:
( 1 ) For players who prefer PVPVE:
Enter the game → first complete the task through PVE to obtain yellow currency → unlock higher-level weapon purchase authority and higher-level map entry authority → complete the task and " pick up garbage" in PVE mode, Decompose what you find to get white currency → buy a complete set of equipment with white currency in the mall → enter PVPVE mode → complete tasks in PVPVE mode to get a lot of white currency → buy better equipment with more white currency again → let players get greater advantages in PVPVE mode, Whether it is against other players or against monsters in the environment → if the player accidentally " goes bankrupt" and spends all the white currency → continue to return to PVE mode " pick up garbage" to do tasks, get enough white currency to return to PVPVE mode again; Or you can return to PVPVE mode again by unlocking the blueprint in the replicator and breaking down the synthetic recipe in the table.
( 2 ) For players who like PVE:
Enter the game → Complete the task through PVE mode to obtain yellow currency → Unlock higher-level weapon purchase authority → Obtain white currency by completing the task and " picking up garbage" in the map → Buy better equipment → Enter PVE to complete higher-risk tasks → During this period, you can unlock the blueprint progress in the replicator and obtain the raw materials needed for synthesizing formulas in the decomposition table through various interactions with the game → Let PVE players more conveniently obtain advanced equipment to fight against the environment in the game.
#Maybe this game needs to readjust the player's growth path planning
5 messages · Page 1 of 1 (latest)
In this regard, the game needs to make some changes to the reward of the task:
( 1 ) The task reward in PVE mode can be kept unchanged, or the amount of yellow currency obtained can be slightly increased; However, in PVPVE mode, the reward of yellow currency can be appropriately reduced or unchanged, but the reward of white currency given after completing the task should be greatly increased. ( According to the current price of weapons, the reward of white currency that can be obtained after completing a task should be about 10000 ~ 20000 )
( 2 ) After killing other players and obtaining their " dog tag", you can obtain a certain amount of yellow currency or purple currency by decomposing the " dog tag" ( it is not recommended to obtain white currency after decomposing the " dog tag", which will affect the style of the whole game )
( 3 ) Make it easier to obtain free R& D points for unlocking blueprints in PVPVE mode, such as in "? " Items that can gain a large number of free R& D points after location addition and decomposition.
In this way, through the adjustment of game task reward, both PVE mode and PVPVE mode have their existence value, and players who like PVPVE can more easily get the satisfaction after the success of the game, and can also make the game atmosphere more active. Moreover, such changes will not destroy the game style dominated by " completing tasks".
In addition, I have no objection to the idea that some special items are only refreshed in boxes in PVPVE mode, which I strongly support.
so you want players to have higher monilth token rewards for PvE? if this is what your saying than this isnt the game for you. Its an extraction shooter. your lucky that they even have a PvE version. And while i understand why they have done what they did, the FREE month of PvE raids has ruined some of the player base, by adding people who only do the PvE.
Perhaps you may have misunderstood what I mean, my core point is: try to let players get the right to buy weapons after completing the task through pve mode, and then go to pvpve mode to complete the task to get the funds to buy weapons.
Separate the functional positioning of PVE from PVPVE.