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character progression needed

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HamsterIV:
Mad props to JaegerDelta for breaking down how GOI differs from other games with a progression system.

I just want to add that stacked lobbies are already a problem in this game. High level players gravitate to each other just so they don't have to put up with a new guy who they don't think can operate at the same level as them. Imagine if it were impossible due to the character progression for a new player to operate at the same level as a veteran player.

Hypothetical lobby chat:
"Get off my ship new guy. I am running a build that requires locknagar ammo. I see by your level you haven't even unlocked charged yet. Come back when you have put in your time at the kiddie pool like the rest of us."

vyew:
I don't think any kind of progression can happen in GoIO PvP for 2 main reasons:

1) There aren't actually that many gameplay items to unlock. 16 guns (minimum gatling/mortar default, so 14), 8 ammos, 7 ships (1 needs to be unlocked by default so 6), 5 engineering tools (Wrench+Fire Extinguisher need to be default items minimum, so 3), 8 piloting tools, 2 spotting tools for a total of 41 gameplay unlockables. This is nothing compared to e.g. MW3, ME3 MP, BLOPS2 etc.

2) Veteran players would be OP because they can stack their passive abilities (unlocked through progression) with tools/ammos. In your example (+15% passive gun damage buff), noob players cannot counter veterans. Veterans would stack +15% passive with +15% buff hammer for +30% damage, plus (for example) 1.3x Charged Rounds. Noob players with just +15% buff hammer (assuming they unlocked it) would have no chance.

Also, noobs would be easily crushed because they have nothing unlocked yet. This would be worse than all other PvP games with progression, because even a noob player has the tools to beat a veteran player, which wouldn't happen in GoIO because of the item balancing if everything had to be unlocked.

I'm also interested why you think a perfectly balanced game can only have 1 gun, 1 ship etc. You can have a range of different gun ships with different strengths and weaknesses. As long as the playstyles are balanced against each other, and everyone has equal access to the same stuff (which would not happen with character progression for GoIO) it's fine. If you mean like, e.g. Halo where everyone starts with BR+Magnum+2x Frag, there is still the matter of power weapons and power positions so it is definitely not just 1 gun for everyone.

tl;dr there is progression in GoIO, it's called skill and you gain skill by gaining experience, by playing lots of matches. Boring? Yeah sure of course, but it means that the game (with matchmaking active, which it isn't right now) will always be fair. I got tired of MW3 because if one team had more veterans, they would chain UAV/Care Package/Predator/Reapers/AC130/EMP/Stealth Bomber, no fun for the other team after ~8 minutes.

Mezhu:
There could be ways to make an account or character feel more personal (or the game more 'addictive') by having a broader cosmetic system. Item descriptions, tradable items, rarity tiers, unique items unlocked only via very specific challenges or events etc would satisfy those that feel the game's not giving them reason enough to continue playing, yet without breaking game balance.

I too sometimes feel like I'm playing in vain, as the game gets extremely repetitive after a point, casual games tend to be easy and uninteresting and there's no sense of goal. Farming achievements keeps me playing but I keep wondering 'then what?'. With my hopes of matchmaking solving the issue by implementing a ladder or leaderboard of sorts now gone, I see a revamp of cosmetics as the only solution. Yes, I know co-op is coming out soon and stuff but that's going to also get stale after a point.

And, with the game's competitive potential not being used, a ranking system not present, no cosmetic progression and a total of ~10 unique maps I think it's no wonder why the game's only popular during steam sales.

SyndicatedINC:
JaegerDelta hit the proverbial nail on the head here:


--- Quote from: JaegerDelta on June 10, 2014, 05:33:28 pm ---...the player is no longer the primary unit in the game, the primary unit is the ship.  the player, meanwhile, is a sub-unit, a fraction of the entity that is actually interacting with the game mechanics.  the object actually in conflict.

so you take our 4 person crews for 1 ship. the ship is the object actually in the action, making it the primary unit of interaction with the game mechanics. that means each player is 1/4th of a unit. and having access to all the same equipment and choices as every other 1/4th unit of the game, 4 of them can come together and make 1 whole unit that is exactly as equal, has had the same choices affecting the outcome, as any other 1 whole unit.

now if you start buffing players, i.e. through a conventional progresson system. those 1/4's are no longer equal and there for they could come together to make a whole unit that is greater than another whole unit, i.e. has a bias towards winning. a real, actual, game mechanically induced bias not just greater experience with the game. and that is a problem.
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Although did anyone else read this and immediately think "Damn, now I want a wooden peg leg cosmetic"? 


--- Quote from: Pagnasty on June 10, 2014, 09:50:32 am ---Dont think your Picking up what im putting down ...... ya a eye patch and a hat and a wodden leg are great and all but .........

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