Rewarding players is a good thing, but is beginning to lead to XP bloat. Reintroduce Auraxium.

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Angry Scientist, Oct 1, 2014.

  1. Angry Scientist

    As stated, rewarding players for doing things they ought to be doing is fantastic. It's good gameplay, and encourages healthy behavior. However, the game doesn't really support this structure. New things aren't added at a rate where a player can always have something to buy.

    This also doesn't take into account the 'specialist' players, who only favor a certain playstyle and nothing else. Or, the players who don't find the final upgrades all that appealing.

    Whatever the playstyle choices, the fact remains, XP going up forever is a bad idea. It's also bad to reduce the gain, as it demoralizes people and hurts newer players. So, to counter this sense of inflation, simply retake the old Auraxium idea. It would be independent of the cert system, and cannot be used to buy upgrades like certs. Instead, it offers other rewards.

    Rather then simply cranking up XP gains time and again, we can throw auraxium in instead. Certain actions can be more rewarding in auraxium or XP, depending on the nature of the task. My original idea had auraxium as a major reward for the 'grunt work' of Planetside, ie, hauling in additional sunderers (regardless of necessity for the attack), leading platoons, or ANT runs. A nice bonus to what otherwise is XP deficient but absolutely needed to making sure fights keep boiling.

    So what would Auraxium give? Primarily, cosmetic things. Titles. Unique coloration on said titles. Special decals. Customization of select helmets or the introduction of such. 'Auraxium infusion' of otherwise normal guns, or the purchase of the ability to auraxium a weapon again. A nanite refill that puts your nanite stock to max with a cooldown of one use per 1-3 hours. Could perhaps get into an intermix of the use of ribbons, too, with the offer of selling attachments to weapons they don't otherwise have for purchase (such as advanced laser on the Gauss Saw) in a combination of ribbons earned and auraxium. Things like that.

    Other ideas could be tossed in, but you might get the idea. Some might offer tangential muscle power, such as the nanite refill, but its limitations would prevent abuse and provide a perpetual 'useful' auraxium sink.
    • Up x 1
  2. Fellgnome

    They're not going to just give cosmetics to F2Pers.

    Personally I think XP gain should be dependent in part on BR, with a multiplier for low BRs to get equipped to a decent level quicker. Wouldn't hurt giving them attachments for default weapons either.
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  3. Jawarisin

    Battle Sundy time. And no.
  4. AAYF

    what if auraxium was like a f2p station cash, with cosmetics that can only be unlocked with auraxium like the composite helms armors etc.
  5. Nody

    The whole point is that you can't get it for free; the SC is what keeps the game running so why on earth would they give away the key to keeping the game running for free? Want camo? Buy SC (or grind directives)!

    As for OP; you're taking it the wrong way. There's no need to introduce yet another store (we already have the SC store and Directives); simply let certs buy TEMPORARY cosmetics. Want that sweet looking helm? Well for 1k cert you can use it for a week. No permanent cosmetics, if you want that you spend SC. Make the more "default" camos such as Indar brush etc. cost lets say 250 certs a week. The point of making it very expensive is to ensure it's a proper cert sink rather than something everyone runs around with 24/7.