[3.22.0 PTU Feedback] Structural Salvage

Originally posted by


Baior Of Red

Hello!

We have updated salvage gameplay to now include the ability to salvage the entire hull of a ship using the Vulture or the Reclaimer. Numerous changes have come with this update including a new material (Construction Components), internal storage, larger SCU options, and more. Please do a thorough review of the patch notes to understand how the feature works and some of the changes. After you have reviewed the changes, go out and give some salvaging a go in both solo Vulture play and multicrew Reclaimer. Also, feel free to try your hand at solo Reclaimer for comparison.

Design is particularly interested in the following questions:

Can you describe the current salvage flow with your own words How did you approach it?Do you have all the UI and contextual information you need to be able to Structural Salvage a ship?How would you compare the value of the new salvage gameplay in the current game’s economy?How much of your time to you spend Hull Scraping vs. Structural Salvaging?What is your favorite change to the current Salvage loop?What is the one thing you would like to change in the current salvage loop?If you could add one thing to the Reclaimer claw or how the claw is operated what would it be?Will you play the new salvage alone or as a group and using what ship?What is your reason to play in a group?What is your reason to play alone?

Thanks a ton for your input! Your thoughts go a long way to making sure major features like this end up being the best experience possible.

-Baior

Player Experience Team

Hi,

Thanks again for all your feedback. We really appreciate how passionate you are about this feature.

We are equally passionate about it and strive to deliver the best possible experience within the given time frame. I’m writing this follow-up as I have received some inquiries and noticed some confusion in this thread.

We are still in the PTU phase, which means that values are still being tested. Sometimes, values are put into the game to observe how they change your gameplay or to look for specific results. As designers, much of our work involves observing how players use our features. To do this, we create test scenarios to observe certain behaviors in extreme situations to get faster results. These are called “experiments.” Some design work needs to be proven with experiments, and in this case, we are testing values against our expectations. Your feedback is very valuable, especially at this stage. The feedback you provide helps us steer the next steps we take.

When giving feedback, please provide us with some context. For instance, if you say something like, “The C2’s biggest fracture piece is greater than 140 SCU, which means I will lose a lot of material,” it helps us understand the problem you are facing and the frustration you are experiencing. Providing specific examples like this is very helpful for us.

Cheers,

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