Beacon footfall: is it too low? poll

I ran a very successful portal hub so I understand where you are coming from. But to be clear, and I did the math, footfall is not a viable income source for portal networks in the general sense. Only a specific approach will make it feasible.

Additionally, footfall is not the “only” and “sole” way this can be accomplished. Too many people defend footfall as if it is the only method of obtaining coin in this game. We can easily create a new system to support portal services that will give more options to both the portal owner and those using it.

  1. Feats inject coin already. We can also create other ways if it is that important than something like footfall. So this “inject coin” argument is lackluster.
  2. There was a thread created [ Warp Conduit Fuel - #18 by Prome3us ] to let warps be done through another means so that coin does not become a restrictive component to exploring (which is key to this game). It would be more inline with all the other crafting features and remove the issue around limited coin that beginners feel.

Your other suggestions around increasing footfall and stuff are interesting but really expound a problem we already have about people fighting for the best locations and other things. This promotes less community cooperation and more unhealthy interactions.

Every single thing people have brought up about why footfall is needed could easily be replaced by another game mechanic and income source. I feel that our time is better spent in discussing ways to grow the services and features in this game toward income instead of focusing on a first pass income system like footfall.

The game would be more robust, promote teamwork and interactions in a more healthy way than it is now with how many approach footfall and their game style. It is beyond me why people focus on a limited feature instead of pushing our developers to create a more feature rich option.

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