Oct 16
Star XP gain
Right now, the way Star XP is done is simply flawed. So I had an idea. What if, The nutritional system and the housing system doesn't give any XP multiplier or overhead to the star system. Instead, I suggest seperating the Star XP system from the nutrition and housing system entirely.
Think of it like this. If we can make Star XP gain tied to the stay on a given server. It would boost engagement time to the server. Since the longer you stay, the more xp you obtain. The only time the Star system get additional xp is when you either return atleast once every 24h to the server up to seven times in a row. And then there would be an internal counter for how long a player managed to maintain that consistency. And if you the player mastered their existing Mastery. With an additional check to make sure that if the player has their next star already spend And/or obtained. That way you could punish the player for not using their stars, by halving or lowering their xp gain to the star system.
Meanwhile the Nutritional system and Housing system will only influence their specialty XP gain. That way the player gets rewarded for being efficient with their job in both lifestyle and Nutrition. Speeding up jobs, reducing the chance of having stars as a means to brag. And having reason the be efficient for the sake of getting better at a give Mastery. And not leaving new players in the dust.
This would introduce a whole chain of jobs in the market when you have a meteor to speed up xp gain for Masteries. But rewards a server or group of people if they chose to stick around till the end.
Another benefit is retention. Efficient lifestyle = Fast jobs. High retention = more stars. It would encourage players to come back to ECO more likely. And would encourage people to min-max their given jobs. It would make the game a lot more balanced.
Closed
Hello Vincent, thank you for your suggestion. Unfortunately we are already moving into a different direction by making stars sort of a currency that would be used in much more places than before. We are not ready yet to give all details, but you would for example expend stars to apply modules to work tables (which would be permanent, raise the required room tier and potentially add an energy requirement to the table so that all professions need T5 housing) and to choose specific talents that will provide production boosts to specific parts of a profession while providing penalties for others - opening up more niches to specialize for players and hence be able to be competetive in economical play. This would also ensure that food and housing experience will be in constant demand and as such address a main issue of the game. Your suggestion in the current form does not seem compatible with that, which is why I am closing it. Note that players can still vote on it, but the implementation of your suggestion in this form is simply not likely to happen and we tend to close such suggestions to ensure that only such suggestions are up for vote that actually have a realistic chance to be implemented when we see there is enough interest in it. I would also like to leave some feedback on it that you could use for another suggestion adjusted to the new system once you know more about it in the future - and to show you that we have nontheless read and considered it: 1. Your idea seems to go into a direction that would help decrease general rushing given the more streamlined experience gain over all players, which is a good thing we also plan to do. However, it seems likely to make player groups even stronger - those have the means that allow them to be able to choose different professions and work together. In a system where uses for stars are limited to the maximum amount of professions and that has only few ways to improve profession gain rate via anything beyond regularly logging in, the value of each additional player is vastly increased. While they would not be able to take as many professions as before very quickly, your system sounds likely to however increase the gap between the groups and other players notably as progression seems mostly based on time passed and player groups also typically excel at all the other factors you have: They login daily and often show extreme playtimes for every single member, which would likely also make them very fast in mastering specialties. This gap however is the main problem with groups and in the current game, other players have a higher ability to catch up, as they can try through personal optimization to get to a high level of stars themselves. 2. It is not clear how retention rate will be improved by this suggestion, if at all. It does however punish such players that simply cannot login consistently due to real life obligations, which is lots of players and something we would preferably not like to do. Most of the other reasons why players drop out are also not adressed by it and I don't see how distributing experience by retention would help with those: - Players with high playtime having major advantages - Player groups having major advantages - Server settings and community behaviour not being up to expectations - Inability to compete in the market (often due to the first two points) - Losing interest after the first week due to needing too much time investment or simply liking the early game, but not so much the rest of the game when it comes down to optimizing and competing None of these are things where I would assume that players would continue to log in due to getting experience by that. 3. The system as you describe it seems to remove optimizing to be able to gain new professions faster by playing. This could lead to players losing interest due to not being able to get to the profession they want in an acceptable timeframe or they might do something they did with our prior skill system that we have removed for this reason: Not playing, just logging in to grab the experience and only start playing once they have what they want - or not at all anymore, given interest was lost.