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0004
[Balance Suggestion] Double GC rates from T1 NPCs
0rvq2h
One of the things I see complained about frequently by new players and veterans helping them alike is that to init your system, you must crack 20 T1 NPCs. This is because T1s drop a baseline of `A50``NK``BGC`. In my opinion, this amount comes from a much older time and has not evolved with the state of the game as it is today. When the total wealth amongst the playerbase was a few `JB``BGC` and there were only 2 tiers that could be consistently farmed (without hardline limits), it makes sense. Nowadays, we have troublesome locks at T1, which did not exist at launch, that often hard-lock a player out for a hardline (due to curloc), and a limited quantity of hardlines to boot. We also have a hard limit of 4 NPCs per hardline, which greatly decreases the rate at which veteran players can farm out low tiers of NPCs. This has made it far harder for newbs to get the `A1``LM``BGC` needed to reach tier 1 and start seriously scripting these tedious locks; as well as much harder for veterans to destroy tiers either accidentally or on purpose. My suggestion to fix this is to increase the baseline drop rate from `A50``NK``BGC` to `A100``NK``BGC` -- whether the maximum should be doubled from `A250``NK``BGC` to `A500``NK``BGC` or just be a tighter range is debatable. This would not impact the way veterans focus tiers anymore (especially as there is no need for vets to farm T1 in any serious quantity due to mixed upgrade tiers) and, I believe, would make a far more enjoyable experience for new players who find this GC gate frustrating.
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Some comments and alternate suggestions from others: * Instead of simply doubling the payout baseline, add or multiply a scaling amount of GC to the npcs from the baseline depending on the specific locks they have loaded (or quantity of locks) * An improvement on the NPC difficulty scaling/lockstack grade system to offer greater granularity/npc selection at lower tiers (perhaps simply using the five grades at every tier, with the thresholds adjusted for expected lockstacks of that tier -- this means ppl would also not need to change their loc regexes) * Enforce a more consistent average NPC difficulty in tiers; such that most NPCs are expected to have say 2-4 locks instead of 0 - 8. Bellcurve instead of something more uniform * Expanding on this previous idea, spawning intentionally harder NPCs with a greatly increased payout (reduces randomness of high-end payout range and rewards players for picking tougher NPCs with more than just more upgrades. this system seemingly already exists in some form with the way harder NPCs get more upgrades -- application of this to GC payouts)
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Yep! Definitely lots at play here and to think about. Thanks for sharing!
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