Hello,
I would like to share some constructive feedback on the Expeditions mode after several hours of gameplay.
Problem 1: An unengaging and deserted mode
Currently, the Expeditions mode clearly lacks interest in terms of gameplay.
I understand the idea of offering a different experience, but in practice, the gameplay often comes down to walking around the map collecting resources, which quickly becomes repetitive and not very engaging.
An approach based on more dynamic objectives would probably have been more appropriate.
Like on Omega 12 with random events to activate without auspex (machines to wake up, unlocking mechanisms, levers to pull, etc.). We could have had defense mechanics with interactive elements (raising or lowering bridges, activating cannons, shields, traps, etc.).
In short, a game mode that encourages cooperation around shared objectives.
But the choice was made for a different gameplay. Today, the feeling is quite flat, and this is directly reflected in the mode’s population. I regularly find myself playing alone with bots, which goes against the expected cooperative PvE experience (screenshots to support this).
Playing solo in this mode causes several issues. First, a lack of entertainment in a game that is based on teamwork. Very long waiting times for certain actions (e.g., servo-skull hacking), bots could at least be counted in the hacking process. Naturally, fewer resources are collected (technovestiges, salvage), which multiplies the time required for penances that were originally designed by the developers to be completed in a group. There is also a strong constraint linked to the timer, which pushes players to leave the mission with few rewards. This is the principle of the mode, but pushed to the extreme in solo play, which becomes discouraging.
As an MMO player, I don’t mind grinding, as long as it’s fun and there’s an active player base. However, the community on my language’s Discord isn’t very large. Most groups tend to run Havoc, Auric, or focus on penances and helping new players. Hardly anyone wants to do expeditions anymore — players who used to farm them have already completed the penance and don’t want to deal with it again, while others have simply given up on expeditions altogether.
Improvement proposal
To bring more interest back to the mode, technovestiges could be better used by creating a shop where they can be spent:
• Personalization: with additional skins, upgrades, and armor paints similar to Games Workshop allowing recolors.
• Gameplay utility: Modify maps or Havoc modifiers, launch your own maelstrom by choosing modifiers. Allow launching Havoc missions at a lower level than your key without downgrading.
This would encourage Havoc-oriented players to return to Expeditions to farm, while also adding flexibility to the overall game system.
Problem 2: Imbalance of penances
After about ten hours in this mode, here is my progression:
• Tech Hunter: 73,000 / 250,000 (29%)
• Data Harvester: 53 / 100 (53%)
• Site Tour: 273 / 500 (55%)
• Pro Merchant: 9,650 / 100,000 (9%)
The Pro Merchant penance is clearly unbalanced compared to the others.
Reaching 100,000 salvage represents around 110 hours of gameplay, which seems excessive, especially for a mode that is currently not very attractive and not very populated.
It gives the impression of artificially extending the lifespan, which will mainly discourage the majority of players. Only a minority (with a schedule that allows it) who are highly invested will complete it. There is already a farming penance, “Brise vérole,” but unlike this one, it is counted across all game modes.
Adjustment proposal
• Reduce the “Pro Merchant” threshold to 25,000 salvage (around 25–30 hours),
• Possibly increase it to 40,000 or even 50,000 for a “hardcore” version
This would align this penance with the others in terms of time investment while still maintaining a challenging objective.
My English isn’t very strong, so I used an online translator—sorry if some phrasing sounds of