PvP has received a lot of attention with new content (rightfully so, to some extent), but PvE has largely been untouched by free updates; save for Hardmode Spotlight. The neglect of more content or reworks to PvE tends to leave PvE players in the dust, as unless they buy the new Story Operations, there isn’t anything new to experience or work towards. There could be additions to PvE that make it more worthwhile, while also keeping things fresh for people who may primarily - or only - enjoy PvE. Understand that what I’m getting ready to lay out isn’t necessarily a means of attracting new players, but a means of retaining those who enjoy PvE:
In-game Challenges
These already exist in the game, but the rewards they offer are mostly afterthoughts. 25 credits earned? That’s not much of a reward. In-game challenges can also be frustrating to complete. For instance, in “The Renegade” you could be given the challenge of killing X amount of those insect looking enemies. However, by the time the challenge pops up, you may have already killed to many for your team to be able to complete the challenge; as you’d have to wait 15 seconds for more of that same enemy to drop in the next wave. So how about both expanding, and refining, the process by making the goals more engaging? Have a menu available at the start menu (or back menu) that has three in-game challenge types: Individual, Team, and Badass challenges.
- Individual Challenges would deal with your characters abilities, as well as your own personal performance. As an example: Get X amount of kills with Oscar Mikes Frag Grenade; Deal X amount of damage; Do not consume a life (or Do not die); Give X amount of healing as Miko. Completing individual parts of these challenges would reward you a small amount of character XP and credits, or a free in-game level.
Completing all your Individual Challenges would give you a pack of your characters respective faction and a sizable amount character XP.
- Team Challenges would be centered around the teams performance while completing the mission. These would encompass many challengess that are already associated with the current bonus challenge system. As an example: Kill enemy X, Y amount of times; Deal X amount of damage as a team; Score X amount of points as a team. Completing individual parts of this type of challenge would reward a small amount of command XP and credits.
Completing all Team Challenges would reward your team with an Epic Loot Pack (with the chance of a faction loot pack), and a sizable amount of Command XP and credits.
- Badass Challenges would be centered around completing difficult tasks that require a great deal of teamwork and skill. These challenges would in some parts encompass the teams performance, but would largely be centered upon map and objective specific challenges. To give an example, I will use The Void’s Edge: Kill Warlord Nix within X minutes; Keep the Wolf units health above 70%; Kill the Varelsi Conservator in X minutes; Do not have one single death on the team; Find all hidden chests in this map.
Completing each individual challenge would reward an uncommon gear item, character XP, and command XP. Completing all the challenges rewards a large some of credits, character, and command XP, and will give the team three random loot packs, and either a moderate chance of a LLegendary associated with that mission, or a small chance of a Legendary Loot pack.
Outside of that, it would also be nice if some of the new enemy types introduced with the story operations could be introduced within PvE missions; where it makes sense. So if there are new Jennerit enemies being introduced with The Thrall Rebellion, then maybe have them mixed in every once in a while with the Jennerit pool for “The Renegade” mission.
Lastly, and this might be costly do pull off (but it’s a suggestion), maybe it would be worth structuring the existing missions somewhat differently. By this, I mean we have a different set of objectives than what we’re used to, but the geometry of the map is unchanged. To give a scenario, let me bring up “The Voids Edge” again. After the Warlord Nix fight, the door leading to the next area will eventually open on its own; and no Wolf Sentry drops from the sky (because the LLC doesn’t want to spend money on one). Entering the next area starts a cutscene showing an enemy Sentry that’s much larger than typical Sentries. Players would fight this sentry periodically, as reducing his health to a set percentage would cause him retreat to another area of the map. So if you force him to retreat in the initial encounter, he won’t show up again until you make it to the large temple steps, where you’ll have to force him to retreat again (he’ll bash through the temple doors the same way Wolf would). You’d then fight him one last time in the area where the Conservator would be. Once you defeat him, he would drop the same loot the Conservator would. You would then initiate his self destruct sequence and launch him (via the jump pad) into the Varelsi portal; in order to close it.
…I really tried with that last one
Either way, PvE just needs more love and I hope it gets it in the future; and not just in terms of something we have to pay for. I understand fully well that your team is relatively small on this, and probably doesn’t have as much funds as you’d like to see pull off such a thing. But I think if the idea is to not only bring in new players, but keep them playing, then having these incentives to keep them playing would be a boon to an important mode within your product.