What are the limitations of this [Wikelo] system? There are some peculiarities with elevators, the Wikelo favors and the RNG, which are getting addressed in 4.2.1. Walk me through what's happening now and how we're making Wikelo better in the future.
TL;DRFreight elevator problems are being actively worked on, with nested item turn-ins and multi-location drop-off planned, favors staying in a changed form, and RNG moved from rewards to gathering items.
I'll break that down into three little bits, because you mentioned a bunch. Freight elevators obviously have their issues. We're not blind to it. We know about it. It is an incredibly complex system because it touches so many kinds of things. It's got the whole thing that Jacob was on about before with the volumes and the fitting. You can have so much stuff on that, and they're all different dimensions. It's a lot of stuff to figure out. So they're actively working on it every single patch to try and make it as good of an experience as can be. But we're working on stuff as well for the Wikelo experience to make it better. So one of the big things that I know is going to help a hell of a lot is what we call nested item turn-ins. So essentially, if you had a 1 SCU box and you put everything in that 1 SCU box, so I put in my 50 favors and I put in 20 medals and I put in 10 copium tooth and three pearls, I should then just be able to put that box on the freight elevator and send it down, and it accepts it and completes it. Now, we don't currently have that. It should work, but there's a bug that's stopping it from working, and it's something we're actively looking to fix, and that'll improve the experience because, like I say, we're not blind to it. I have to stand on that freight elevator as well and manually drop each item for a stack of 50. The problem is that we want to fix the bug, and we don't just want to make the recipes easier to account for that problem, because then it completely devalues the reward at the end. So we're working on that part of the experience. And another thing is what we call multi-location drop-off. This is essentially, instead of having to go to a certain Wikelo Emporium to do the mission when it's generated, we're going to have it so that you can accept it and turn it in at any Wikelo location. So say I need to get 10 irradiated Apex pearls, and I need to get four Quasi Grazer eggs, and I need to turn them in, and this station is closer to the Pyro jump point, so I want to turn the pearls in there, and then the Quasi spawn over here and that's close to this other station, so I want to turn it in there. We're going to enable it eventually so you can do that, and what will happen is, if you've deposited the pearls here and then you finish the eggs off in this other location, it doesn't matter where you put it. Wherever you complete the recipe is where you'll be given the reward, but you can drop them off at any location. This way you can choose exactly where you want to go and finish the mission. And when we get that tech, it won't just come to Wikelo, obviously; it will come to a bunch of our missions where we notice this is kind of a pain point of, right, well, I have to go all the way over here now and I don't want to. But that should help. That'll be the freight stuff.
Favors. Favors are something we want to keep because they're in lore. They're a representation of the Banu, because they don't write stuff down. They don't really have that history thing. If you do work for me and I'm a Banu, I won't remember that. So a favor is like a token that says, yeah, if I give you this, it means that I've done substantial amounts of work for you. And then me as a Banu, I'll go, okay, right, well, I can't remember it, but because you have my favor cube, I will honor the deal, honor the agreement. But favors also serve a purpose, which is stopping your items being deleted. We have some technical limitations, obviously, in the game, where certain amounts of items in one zone can cause lag, frame drops, physics to freak out, all of these kinds of things. And what we have is this density cleanup system that, when it violates a rule set, eventually starts cleaning them up. Because obviously we need the worth of the items, but we have the limitation that too many items in one space causes problems, favors are also used as a conversion method. So when we ask you to trade in 50 Carinite for one favor, like I say, it's a conversion. Instead of asking you to put 500 Carinite down and 450 of them get deleted and you're like, oh, my hard work, no. If you don't get a crash or whatever else. That's why the favors exist. And they're going to continue existing, because they're a really interesting piece of the lore. But the idea is that we'd be able to have more items in bulk when we can do that sort of box thing. So favors will stay, but they'll morph a little bit in how we use them.
And then RNG. This is something, obviously, we've looked at for 4.2.1, and we've put in some fixes that people have been playing. RNG in grinding is very typical for an MMO, and it's something obviously we want as well. We want you to put effort in, because effort means the valuation of the things you get as a reward goes up. You've put your time into it. But the point where we've changed it was that the RNG was done a lot more on the reward side. So instead of going, I want this item and this is all the stuff I need to get for it, we would go, here's a list of a bunch of items you could possibly get if you give this stuff. And randomizing the reward isn't as fun, because then you've got all this work done, you go for the excitement of getting the reward, and then it's like, hey, you got this, and you're like, yeah, that's not what I wanted. So we've changed where that is. What we want to do is have you choose the rewards you want, and then the getting of the items is where we have the RNG. And it's something that me, Thorsten Leimann on systems design, and the economy team, Andrei and Nick, have been working on, which is defining what that is. And we've basically split it into three distinct categories. You have your core content items. These are items that you are guaranteed to get while playing a piece of content. So an example of core content items would be Carinite, right? You get Carinite from doing the Align and Mine flow, code name Orbageddon. Then you have your content items. These are items that are not core to the experience, but you can find, you can get. So an example of these would be the Ace Interceptor helmets. And then the ones that help us with the RNG in a big way are the rare content items. These are things that you will be less likely to find. They still can be there, but they increase the time and help to add that grind aspect of an MMO. So these are some new things, or things that already exist. So for example, in 4.2.1, when you play Align and Mine, you will now find pure Carinite in the cave. It's a new type of resource, but you're going to find a hell of a lot less of it. And you're going to notice that some of the recipes now require that. If you're doing Stormbreaker, there's the grade AAA irradiated pearl. That's going to be a rare content item. We've got a bunch of war badges for ship battles that you can find on the Ace pilots, but they have a chance to spawn. You can find them in Luke's loot boxes, but they have a rare chance to spawn. And this is how we're looking to keep a little bit of the RNG and keep a little bit of the grind, but you decide up front what reward you want. So you don't have to end up with like 50 Terrapins from Wikelo just because you wanted a completely different ship.