#Returning Player Loot Multiplier (for the casuals among us!)

1 messages · Page 1 of 1 (latest)

turbid swallow
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Track the last time a player completed a session in Storm Dive or Voyage
After a configurable inactivity threshold, apply a scaling loot multiplier to what they successfully extract.

The multiplier applies post-extract, after loot split. Only the returning player sees the bonus — crewmates don't inherit it, and anyone who kills you planetside can't take it either. It expires after one extract or however many the devs set.

The scaling is tunable. Longer away, bigger multiplier — up to a cap so someone returning after months doesn't just immediately catch up to daily players. All the meaningful variables (threshold, curve, duration, cap) stay in dev hands.

Losing the match, or dropping your connection would likely count as one of your extracts with this multiplier.

Making this track and affect the player's whole account, and not a specific character would reduce possibilities of abuse.

Why this might be a good idea
The casual vs. hardcore gap in extraction PvP isn't really a skill problem, it's a compounding resource problem. Active players snowball. This doesn't touch active players at all — it just softens the re-entry ramp for returning ones. Wipes still sting. The stakes are still there. Casual players just have a path back in that doesn't require grinding through weeks of disadvantage.

This mechanic exists in other live service games and works because players who don't need it never notice it, and players who do need it actually feel it.

This is a bad idea
"This rewards people for not playing." It doesn't — the multiplier caps out, it applies to extracts (meaning you have to actually play and survive to benefit), and it decays as you re-engage. It rewards returning, not absence.

I don't have a good answer to how this might affect the current strategy of funneling all resources to a specific player in your crew....

I welcome your suggestions/arguments/comments 🫳 sand

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(original message was deleted because I put some flare emojis 😭 )

flat pumice
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This looks worth considering, but i am on the fence atm.

turbid swallow
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I don't think this is the one solution by any means. But I think it is a solution. Hoping to instigate a useful discussion to help keep people playing who are worried about getting stomped when they only have 4 hrs a week to play instead of 40. Yes skill should always play a part, but the game has straight upgrades only available through grind.

flat pumice
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The question is what they actually gain from this? Upgrade materials? Cannons? Ammo? Ect?

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If it eggevts cannons it would be RIFE with abuse

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Eggects*

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Omg

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Effects*

swift mulch
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sound like a good idea

flat pumice
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Oh wait, I just realized its a nope from me. It would open the door to abuse. Currently it is common to pick one person in your squad and funnel them resources for the techtree. Sometimes this means players search thier storage for a specific item, let's say choral dust, and everyone brings thier dust into the game. Then they all put it in a box for the funnel target to extract with. This is a high risk tactic because bringing it to the map risks losing it, but works. However if one guy has a multplier..... we just take the most rare or valuable stuff we have and give it to him for that run. The risk remains the same, but the reward would be manifold. Every squad has a guy who has adulting to do and has to play less. This means this mech would also allow those ahead(in the context of this conversation) to get even further. So we have to ask if that is worth the boost it gives to the players. And it is a pvp game so seeking maximum advantage is perfectly normal. So people will do this.

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So it appears to me to be a wash. But it could still be a healthy mech. But thisnis a downside i forsee

turbid swallow
flat pumice
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I dont see it?

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If your talking about your second paragraph, that is not what I am talking about.

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But it is related.

turbid swallow
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"I don't have a good answer to how this might affect the current strategy of funneling all resources to a specific player in your crew...."

flat pumice
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Ah that. There are two different ways to funnel loot. Thought you were referring to the other method.

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That is my mistake

wet basin