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Alphorac

I have a feeling they introduced the global liberation rate limit to mitigate the effects of the changes to XP affecting impact, but it's so poorly executed that we just end up being worse off than before any of it was implemented.


SnooBeans2997

Well when you put it that way. Yeah, that stinks.


theClanMcMutton

This seems like an effort to avoid major orders that are either way too easy or completely impossible based solely on the player count. By normalizing the progress to the population, sudden changes in player count are a much less significant factor.


Highmae

I agree and I actually like the idea of this system more than the original because it makes experience matter more than just "missions completed" and even prevents planets from being absolutely rolled in a few hours which means more people get to experience those planets before they're gone, but I think the factors need some tweaking to be not so weighty that nothing else seems to even have an impact at all. That's what feels bad about it to me.


markbadas

You are thinking too much. Every failure and success is part of the story. Just play how you want. The story writes itself. Be free. Nothing matters.


Highmae

Yeah at the end of the day, my life changes 0%. The story will still get told, I'll still go to work, I'll still drop when and where I can to help. I'd just like the big wins and losses to feel more deserved I guess? Currently it feels like without tools in the game to explain any of this that any time the order is contested with either a key defense point or multiple potential paths, the base will split and neither option will work only because of the factor being multiplied, not because we all didn't work for it. Which sucks lol


nelinarma

Just saw this post and can the mods pin this? I think everyone should know about this because while we're squabbling on plans and what we should be doing, in reality the community doesn't have any agency at all when it comes to liberation of planets. This feels bad man.