Red5 simply chose permanent item destruction/actual entropy because they did not want to explore other options and/or felt that a full economic rework was unwarranted at the current stage of development. * There are other, better designs for an economy of sinks and faucets that don't involve permanent item loss. Players will simply go elsewhere for their F2P shooter/MMOShooter. For the curious, those games are: Warframe, Blacklight Retribution, Wildstar (still in super CB), and Planetside 2, not to mention TF2 (the western powerhouse) and Crossfire (the eastern powerhouse). **especially** one with a fledgling F2P project that is surrounded by other, high quality competition, all of which have taken decent lateral development strides in the last 6 months. Red5s ""official"" response on this feature to the up-in-arms side of the community was *literally* ""(),"" which is a terrible attitude for a developer to take. It makes every fun thing in the game slightly less so, and it makes dying very frustrating. * Permanent item loss is psychologically punishing. In a game where they have decent, skirmishy AI, a wide variety of roles between frames, **and** an infrastructure to support high-speed player/AI/player interaction, it's disappointing that they haven't created a more ambitious and unique PvP gametype. * All PvP gametypes are rehashed UT/Quake gametypes. It neutered the meta, and now the PvP is pretty stale. They removed it in the name of ""balance,"" which was a huge mistake IMO. * You could bring crafted gear and custom frame setups into PvP. Tower assaults and losses add much needed variety to what is (currently) a somewhat stale, static, and small game world.
I saw in the patch notes that this was recently increased again, so maybe its better. * Chosen attacks on towers and outposts happened more often. The typical reddit/forum/in-game answer to this is ""group up."" My answer to that is ""based on player play trends in multiplayer PvE games, a wide variety of content that can be soloed is very important."" There was fun mission content that could be reliably soloed instead of the ""does this mission actually NOT require a group?"" mini game that has been going on for the past couple of months. * Even though there were fewer ARES mission types, they didn't spawn 800 bad guys when you showed up and after you grabbed the objective. Instead of being scrapped, this system could have been combined with the constraint system in a much more interesting way than the current ""unlock the colored box"" system that is on the frame progression screen. Want a bigger clip size? Grab Omnidyne-M. Want a rifle that is ""biased"" to increase its damage when you craft it? Unlock the Astrek version. It added tangible feeling of progression, not to mention providing a wider variety of base stat allocations to choose from that affected the ""direction"" of the weapon wen you crafted an improved version. * Battleframe progression was a tech tree where you actually unlocked things like better weapon variants, abilities, jets, and servos. This is not me being a ""bittervet,"" this is simply the truth. The game as it was 8 months ago was, mechanically speaking, a much better game. I started this as a reply to another thread, but it got long and slightly off-topic. Well done Red5!,80,6,23,ġ375541537.0,62,self.firefall,1jmm6r,A Firefall lament.,73,11,96,"I think this is necessary to write up because I've seen echoes of it from the newer open beta players both in-game and on this subreddit. Created_utc,score,domain,id,title,ups,downs,num_comments,selftext,link_flair_text,over_18,thumbnail,subreddit_id,edited,link_flair_css_class,author_flair_css_class,is_self,name,url,distinguishedġ366267556.0,181,1clcbk,Congratulations /r/Firefall you are today's Subreddit of the Day!,218,37,21,ġ346284203.0,90,i.,z1qw6,So my dad's trucking company was loading this up.,95,5,13,ġ352250548.0,74,12rind,This is probably the greatest thing a company could do during a beta.