Gear progression system. Because you asked for it. (Irony Inside)

  • TL/DR = It's an horrible idea. Stop asking for it.

    Hey mateys!

    Some people think this game is lacking of a gear/stats/skills progression system that relies on unlocking perks as they gain levels.

    Do you think it too?

    Well, I have a game for you!

    How about experiencing it BY YOURSELF, using a negative progression system in which you indeed unlock perks as you gain levels?

    That's how it works:

    When you launch the game, you spawn with a sword and a gun, no bananas nor cannonball nor planks, like usually, okay? Let's call this "level 0". Now, let's say you can't pick up anything for the moment but, good news: all you have to do now is farming to unlock it! Isn't that exciting? And for that, you have to reach steps in reputation levels... in any company, okay? Let's make it easy, because I like you.

    So, here are the rules:

    • Level 0: You can't wear bananas, cannonballs and planks, nor use other weapons. You can't play with a group either.
    • Level 5: You are allowed to carry up to 5 cannonballs
    • Level 10: You are allowed to carry up to 1 banana & to join duos
    • Level 15: You are allowed to carry up to 1 plank
    • Level 20: You are allowed to carry up to 2 bananas & to use sniper
    • Level 25: You are allowed to carry up to 3 planks & to join 3-man crew
    • Level 30: You are allowed to carry up to 3 bananas
    • Level 35: You are allowed to carry up to 5 planks
    • Level 40: You are allowed to carry up to 4 bananas & to use blunderbuss
    • Level 45: You are allowed to carry up to 10 cannonballs & to join 4-man crew
    • Level 50: You are allowed to carry up to 5 bananas

    What's the point, you will ask me?

    Well, you just have to use your imagination and think of it as if the game was like this from the very beginning. Imagine everybody started like this, and now it's your turn. But now, most people already are level 50, except you. Understand the contraints it implies. Understand the gap of power between you and the others.

    Do you picture it?

    Now tell me... is it cool? is it fun?

    How does it feel being the poor thing throwed in a world of powerful players?

    A positive progression system is EXACTLY THE SAME! When you give MORE POWER to veteran players you also give LESS POWER to new players. So if you DON'T like it, WHY would anyone have to face the same gap in a positive progression system in 2 months?!

    In other words: if you want a progression system, limit yourself and have fun in your horrible experience, but stop trying to change the game for everyone.

    TL/DR = It's an horrible idea. Stop asking for it.

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  • @thejolirouge I like how much thought you have put into this, personally I think since we HAVE all played with 5 banana's and 10 cannonball's and 10 planks and so on.........maybe it would be better for that to be what we start with but as the levels go up we could unlock larger carry weights and start off with more of those resources in ship...
    I don't think unlocking the Galleon is a good move but maybe a Man 'o' war with a larger player capacity?

    You feel me?

  • This will never happen and thank god for that.

    People doing this would also be a detriment to their crew.

  • @cmm-solo @chazzyau Ahah, you didn't got it. Did you read it at least? My point is not to change the game, actually I don't want any progression system because it means unbalancing the game. My point is to use what does exists for the ones who want a such system. It's self-privation. Because other peoples that want a balanced game don't have to suffer a progression system.

  • @thejolirouge No I understand where you are coming from and I dont mind the idea I just think being locked out of sailing a Galleon with a full crew and not being able to carry resources is a bad idea, I think a nice way of leveling up would be carry capacity as it is the least intrusive and invasive of all other possible progressions.

  • And of course, I think we need more than 4 in a Galleon and I really hope a MAN O WAR becomes a thing

  • It is been said at least a few times... there will not be any item based progression.

  • Everyone's so dense.

    He's arguing AGAINST a progression system. Because it would feel horrible to jump in fresh while dealing with seasoned pirates that have an advantage over you.

  • Freind, prepare to witness the sorly lacking mental capacity of a large number of people with not much to do who like to seem like they know what they're talking about. People are largely not going to read the OP properly before commenting on it.

    Anyway, this negative progression IS positive progression, you've just moved the middle ground, the sea level as it were. Your point is a fair one, but sadly the only people who don't understand it now and the ones that can't understand it. But while we're on topic, I personally think some flavoursome horizontal progression would be beneficial to the game. Sure, it will need balancing, that's just how these things go. The game can live without any kind of progression but it comes down to other content. But progression helps.

  • @thejolirouge Me cannot follow ye down this path.
    Me reading yer fine lines!

    Good luck me lad!

  • Err...

    Ok, I've added a TL/DR, so you might get the point... 😒

    You should need a bit of irony/humour/reading, cuz this is not a suggestion for the game, as @Im-Axis-Rahl and @Inbred-Chimera said.

  • I'm pretty sure that rare is making it so you can't hold like 10 cannonballs in your inventory so you can't keep spamming the cannon.
    (I forgot where I got that information)

    We don't know what we will have at the release game. We can just wait and sea.

    Always remember, What we see in beta doesn't mean it will be like that in the full release, A lot of stuff will change and new things will be added.
    We just got a taste on what's coming.

    And rare already stated that there are no character levels. (The only levels are reputation)

  • Are we to understand that these are suggested as self-imposed restrictions, to self-simulate numerical progression?

  • Once again, it's not something to take litterally.

    Ayyy, never heard of irony, sacasm or second degree before ?!

    @Inbred-Chimera said:

    Freind, prepare to witness the sorly lacking mental capacity of a large number of people with not much to do who like to seem like they know what they're talking about. People are largely not going to read the OP properly before commenting on it.

    It's so amazing! Even the TLDR, haha! x)

  • @thejolirouge said in Gear progression system. Because you asked for it.:

    Err...

    Ok, I've added a TL/DR, so you might get the point... 😒

    You should need a bit of irony/humour/reading, cuz this is not a suggestion for the game, as @Im-Axis-Rahl and @Inbred-Chimera said.

    -jumps up and down excitedly-

    I got it!! I understood the joke!!

    And it's a good example of the downsides of gear and/or stat based progression.

    Bravo sir!

  • I'm glad I read your post through carefully. When I sped through it, it seemed like you were advocating progression. I concur that a progression system would kill the game but I do think that some form of additional cool stuff in the form of abilities or special ship equipment should be unlocked as you progress. Perhaps every ship has a 'special' cannon slot which can be filled with a series of sidegrade type weapons from a long range gun to grape shot to a harpoon launcher which can be tweaked for individual play preference.

  • Thanks dude, I tried to change it a bit to highlight the irony because it seems I went too far in the sublety... x)

    I think anything is fine, as long as everyone can do the same. The system you suggest is not very different than choosing between a sword, a pistol, a blunderbuss or a sniper for example, but for a ship. It's something that can be fair, as long as everyone can do the same.

  • Plus, don't forget that each tier you unlock also unlocks cosmetic items for you to buy only to not be able to wear due practical enough players who know the flaws of a tier based itemisation system. They begin to target you every time they see you coz you are more valuable one in their eyes than the poor fellow yet in rags. You gotta take out the best players in the groups and those who look cool enough probably are exactly them.

    I think the current reputation system based on tiers has a fundamental flaw. You can only hide your competence behind the rags of worthlessness, but not your incompetence behind the mask of triumphs. This and the showcasing of every single item the clerks have in this whole game is a very poor design decision when it comes to keeping the game fresh longer.

    Solution:

    1. Remove tiers and reward players for each completed activity instead. Reputation would still be used, but only to show how dedicated you are at each separately titled activity. Each activity is based on an optional entry of purely willing-to-participate players. Don't want to cook? No worries. Don't want to fish? No worries there either. The fantasy you really want to experience to the fullest really, truthfully and utterly is behind your own volition this way. Want to challenge yourself more? Include an activity or multiple ones in your gameplay and you're set.

    2. Remove showcasing everything from the clerks and add two items on the counter at every shop for players to examine instead. Giving away the details of every single cosmetic item, in a game about tactics and cosmetics, is a swift suicide. Making players imagine what they could have next time they complete an activity instead fits this game like a fist on the side of a punching bag. Going the way it is now would be more like your -palm over your face-. LOL

    3. One of these items will be your next reward when you complete a voyage associated to one of the factions. Completed voyage also rerolls a duo offering anew so watch out which voyage you complete and to which faction. Pure PvP players would have their own dedicated faction(s) as well to utilise... somewhere.

    4. Every item comes with a material criteria that allows the clerks to craft them. Material deficiency can be compensated with gold, but giving it would lengthen the crafting delay the more gold is used instead. In case you are poor enough not to meet material criteria nor gold, the offering would linger until you do; unless you accidentally complete a voyage the way mentioned at section 3 above.

    5. Item at the counter is not the one you get, but the one you ordered. Instead you may persuade a clerk to let you actually have one of the items from the counter as a pre-payment for the voyage they then give to you. This would turn the voyage into a time trial, however, and success in it allows you to keep the item you haggled. Fail and they promise a bounty in exchange for the retrieval of the now-recognised-as-stolen item after you login the next time. One who returns the item in a way or another gets an offering of their own.

    6. In case an order is made, clerk responsible will begin to work. After the crafting delay, a courier takes the hold of your item and delivers it to your ship. Better keep your ship close enough when this happens for the courier won't follow you beyond the beach.

    7. More direct ways to get items could include fishing and dueling. Fishing would allow mates to participate in the cooking activity, but also reward them with items other than just marine ingredients. Of course the fished out worn and wet items ought to be cleaned and washed before use so there's that delay. Dueling would reward the winner with a pre-nominated item out of the losing duelist's hold with yet another delivery delay. Winner would have to wait for a week for this to arrive to their ship unless they do a favour for the losing side which then cuts the delay effectively down to 3 days.

    8. Parley would be possible when a hostile crew of pirates attack and kill your protection escort. Parleying rewards a randomly rolled voyage for both sides and prevents them from further harming each other until one exits the shared bubble. In order for any of this to happen, the soon-to-parley player has to first become a merchant themselves. Certain voyage allows a crew to ship some wares to multiple outposts without (no parleying) or with an escort (hired player crew) under the faction's flag which also practically signals these certain outposts to not sink the ship.

    9. Cooking amongst other seafaring duties would allow us to affect each voyage we proceed at with an array of somewhat positive and comically negative status ailments. In case we have ingredients with us when we leave our ship, we would be able to enter a kitchen at a tavern to prepare a feast for our crew before leaving the dock again. Having a sharpening tool with us when we board our ship allows us to sharpen every dull enough sword on the ship. Can't let ya wield a dull cutlass out there now would we. Gamble the tool to force another crew member to sharpen the swords instead. Gamble the rod to force someone else to do the fishing instead. Gamble the soap to force someone else wash the deck instead, but be careful with this one or the deck might become a bit too slippery for awhile. Gamble the pet of your ship and one of the other mates becomes lucky enough to get half of the gold from a voyage instead like a boss... umm, captain they now are.

    10. Whenever gambling below the deck, the pet is always gambled every time even though no items of any other kind are present. Just watch out for other pirates for they get more gold from the captain slewn... who always has the pet on their side by the way. No need to worry about losing actual gold though. It doesn't come from your own pockets, but from the "sea" itself, in a sense (generated gold reward, not stolen).

  • @mythicalfable you're sure you answered the right thread ?
    I already had this issue and I don't get the link, so I'm just asking to be sure and let you know if you wanted to answer somewhere else ;)

  • @thejolirouge said in Gear progression system. Because you asked for it.:

    @mythicalfable you're sure you answered the right thread ?

    Yes. xD

    I already had this issue and I don't get the link,...

    Based on this; yes, it seems that you didn't get this. xD

    ...so I'm just asking to be sure and let you know if you wanted to answer somewhere else ;)

    It fits here, yes. The sections 1 to whatever the last number was I wrote above (edit: 10) was just a connection of thought to another idea that was behind the issue you mentioned here about the gear progression. They share the same fundamental conflict and the sections I mentioned prevent the issue from forming. This is why it would be great if the current reputation system wasn't tier based.

  • Add to one of the lvls the ability to swim, so people need to go up and close to the islands. Cause no one at lvl 0 can Swim, that is something you learn! :P Just to make people feel like its even more to gain.

    I am with you @TheJolirouge , the game is as it is and if people want it more "hard" or "Progress" use your imagination. It wasen't like when you where litel and playde Cop and Robers out with your friends that you ran around with real guns.

    You took a stick or a finger gun and made your own "Progress" with your Imagination.... then there was always Steve who never got taken by the police cause he used stuff that no one elles had Steve was the hacker and cheater back then.... No one liked Steve....

    So... Don't hack and cheat.... and make due with what you have...
    ...and if your read this Steve.... I still don't like you for cheating in Cop and Robbers....

  • @thejolirouge Finally someone opens their mouth that understands exactly why this is the first game with open PVP that I actually enjoy. I hate most PVP games BECAUSE they have some form of statistical progression that means newbies are at a severe disadvantage against someone that happened to play since release. yeah the high level players get to have fun, but meanwhile the newbie gets stomped into the dirt over and over and over until they finally decide "screw this, I'm playing something else"

  • See what I meant with me expressions xD ?
    I meant I can't go down this thread for it will easily be misunderstood.
    Just suggested I'll sit this one out and give ye a fair bit of warning of what was about to come! Well, fair might be arguable, for it merely sounded like one YOHOHOHOHO

  • @thejolirouge

    Thank YOU! THANK YOU!
    And thanks Poseidon, for this Post!

    This should be a Must Read to all those mates who seems to be lacking the point of the game and making all those "No Progression"/"No Upgrades" Threads!

  • Yes, because it's impossible to balance progression in RPG games or filter players in servers around their levels.

    You guys are so bloody shortsighted sometimes.

  • @lobofh ok so I play for several months, and finally convince my friend to join. Now he can't play with me because they're limited to other players of their level. Rare actually WANTS people to be able to "power level" their reputation, so filtering players by level would go against that. also no matter what you do, if items have stats, there will be a "best weapon/armor in the game", people WILL grind for it, and newbies will be screwed over as they're constantly hunted for their easy-to-steal treasure.

  • @glacefrostclaw dijo en Gear progression system. Because you asked for it.:

    @lobofh ok so I play for several months, and finally convince my friend to join. Now he can't play with me because they're limited to other players of their level. Rare actually WANTS people to be able to "power level" their reputation, so filtering players by level would go against that. also no matter what you do, if items have stats, there will be a "best weapon/armor in the game", people WILL grind for it, and newbies will be screwed over as they're constantly hunted for their easy-to-steal treasure.

    The part about your friend is a valid point. We always can get a not so dramatic progression system, but to be honest I would like to get good gadgets with my hard work, the blunderbuss of my first day will be the same like my blunderbuss three months later, just with uglier decoration, not a lot of incentive in the long run.

  • Level 60: You can play 3 hours of Viva Pinata a day.

  • @lobofh that is fair, but I don't think that's the type of game Rare is going for with Sea of Thieves. I'm not a heavy PVP gamer. I'm more of a roleplayer. I wouldn't be nearly as interested in this game if there was vertical progression, as I've tried PVP in games. I never have fun getting my face kicked in repeatedly, and I suspect a lot of others agree with me considering the number of people asking for safe zones. However, unlike them, I don't mind PVP if it's fair, which is why I love this game so much already. Sneak up on me while I move to cash in a chest? Congrats, I should have been paying better attention. That's on me.

  • Hahaaa, loving this! I just hope it gets the message across to the targeted players. It's surprising and sad how many misunderstood or didn't read properly.

  • Personally I'm torn between a craving for some kind of actual progression, and the even playing field we have, where the only advantage you can currently get over a new player is your experience.

    If you're going to suggest a progression system to shoot down, however, then how about putting a modicum of intelligence behind it, because from the get-go you've suggested a horrible system that would kill any game for the specific purpose of making progression systems look bad just to make your point seem more valid..

    Most games that do offer actual advantages to people who put in the effort to unlock (or pay for) their upgrades have balance issues, but what if they only offered balanced things like increased/decreased damage and spread on a Blunderbuss variants, variant snipers with increased/decreased damage but slower/faster bullet velocity, clothes that offer a little armour but slow you down; you know, the kind of things you see in other games that work just fine?

  • @Malk-Prince It's a kinda old thread, and nothing serious by the way. At that time we had a lot of pro-progression threads and I just wanted to suggest to these people a method to play with progression through self-deprivation. But it was a joke more than anything else, to put them in the situation that any newcommer would meet face to the pile of players who unlocked a lot of improvements.

    Of course, it's obviously bad, but when you think about what a progression system means it's not that different: it's about starting the game with fewer chances and defenses than those who already reached "end-game". It's not easy to start at the same level because you have to learn everything, but it's even worse when the beginner is disadvantaged.

    Even "balanced" gear is kinda overpowered because of having the choice. When you can find a way to play that suits more your style than a beginner who can't, well, you already have the advantage.

  • @thejolirouge I think that the skill and knowledge you get from in-game experience is enough as an advantage

  • @thejolirouge

    I find it funny that most of the people can't understand the side that you are arguing for. I for one agree with you,,,, keep the horizontal progression system, and keep it level for all players, old and new.

    The vertical progress system would make this game unplayable for any new players moving forward.

    DO NOT CHANGE THE GAME!!!

  • The progression your talking about is fine, what the game needs is a reason to buy the gear and weapons, at the moment your no better off, so why spend the gold? The gear is already ‘tier’ based depending on your rank with a particular faction, so why can’t the higher tier weapons do more damage and the higher tier clothes offer more protection? This would encourage more people to play as I know a lot of people that won’t play the game purely because of the fact that you are no better off in your first hour then you are in a 1000 hours. Obviously these bonuses should not work on a PVP level as veteran players would put new players off the game before they can even get started l out but currently anyone who prefers playing solo or in a small two man crew is basically excluded from skullforts as trying to take on such a task without being able to gain any sort of advantage means it’s near impossible to kill ads whilst having to continually fix the ship before it sinks. I really enjoy the Game as it is but I feel this change would only improve the players experience and would attract a far greater fan base.

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