Forum Discussion
@PretzleMe wrote:
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But some people do put that effort in and they don't do it because they see it as fun per say. I can't speak to their motives, I just look at it as bottom line, they did more than I did, they deserve 100% since they were willing to put forth the effort. If I'm not, I don't.
I hear you, but how many of such quest are broken? All I am saying is I am ok with the current state as a lot of the quest are in fact broken and even if some of them could be completed, without map markers you will need to drive around literally for hours and hope to get the next little mouse datapad or next corpse to scan. The 100% viability score is important for us as a completion which leads to an important ceremony of naming a planet after the Ryder name. I am happy as it stands now, have put in enough effort to complete this. For those that make the extra effort of driving for hours to complete the little mouse datapad treasure hunt they probably have their reward as well... few hundred exp, some remnant lubricant to sell as junk? LOL.
Some of the missions are broken but others may not be (not sure if some of them not having markers qualify as broken as this may have been intentional) but I can see the point of view of wanting to be able to get 100% even though the game is broken in some places where you can't finish the mission.
But I still feel like that Viability being the measurement of game completion in this game is how it should have been from the beginning which is why the broken aspect doesn't factor into what I'm saying because the game shouldn't have been so broken either haha.
But I get your motives completely. And that, while I don't agree with it, makes perfect sense to me.
So thank you for giving me another way to look at it.
- Anonymous9 years ago
Sorry, I just don't agree in this case. Viability was never meant to be about completion in any respect (what does the number of forward stations you have mean towards viability - that's convenience for you, not the planet or the colony). Viability has a specific purpose in this game, agree with it or not. To the title of this post, is it earned to easily? Yes. Should it mean that you need to complete everything on the planet to get it? Absolutely, 100% no IMO. Might fit your view of what you would personally like to see out of Viability and I can understand that, but it doesn't fit the game's own understanding of Viability 🙂
- Anonymous9 years ago
"...(what does the number of forward stations you have mean towards viability - that's convenience for you, not the planet or the colony),,,"
You would have to ask them that because they made it so that every forwarding station adds 2% to the planet's viability.
Regarding viability having a specific purpose in the game, as someone else pointed out, you don't even need it to beat the game and having 100% on all planets doesn't change the ending at all. So what specific purpose do you think it is serving?
In all honesty, because it is affected by things like forwarding stations (which as you pointed out wouldn't logically affect viability) and other missions that similarly affect viability but logically wouldn't, it almost appears as though they did intend for it to be an immersive way of stating game completion.
I mean, aside from the one aspect I complain about it works almost the exact same way as a game completion score. The same way you don't need 100% to beat the game. The same way that it is linked to even the most mundane tasks.
And viability is not the same as 100% viability. I'd argue that Earth isn't at 100% viability but it is at a viability high enough for us to live on.
It's kind of like drinkable water isn't water that is completely absent of contaminants, it is water that has a toxicity below a certain amount.
So no, you shouldn't have to do every little thing to make a planet viable enough to sustain our people or complete the game, but just like how water filters cannot claim to remove 100% of contaminants just because they remove 99.8% of them... we shouldn't get 100% viability for only doing 85% of the things that affect viability.
- Anonymous9 years ago
i'd say if they decide to give us a lot more fanfare and rewards, so it actually becomes rewarding to keep improving viability over and over, then by all means make it more difficult. however, as it stands... just no. i don't want this too feel like i'm working a full time job, doing incessant meaningless grinding tasks for meaningless numbers moving up and or down on some screen somewhere.