How about a progression system that can also diversify playstyles?

  • I understand that Rare doesn't want new players to be surrounded by others who are outright more powerful than them and I appreciate that design principle, but limiting progression to only cosmetics feels a bit like a cop-out. Instead, along with cosmetics, Rare can also implement a lateral progression system that lets players purchase new tools that solve the same problems but in different ways, each facilitating a different playstyle. These tools won't be strictly better than others but just work differently.

    In other words, let players buy new ships/weapons/outfits/equipment that are better than the default ones in certain aspects but worse in others. Each option facilitates a different playstyle that can suit different players, without making them outrightly more powerful than others. Some examples below, though bear in mind some may sound a little unbalanced. Nontheless, their purpose is only to illustrate the point I'm trying to make and maybe inspire other interesting ideas.

    Again, these are not concrete suggestions, only examples to better illustrate my point:

    • A 'chaser' ship that has two frontal cannons and roped harpoon guns that can slow enemies down, but no side cannons and maybe lower health

    • A merchant ship with fewer cannons but a more secure cargo that makes it difficult for enemies to steal your loot (can be a reinforced locked door that enemies would have to break through, iron chains that weigh the enemy down if they try to carry the chest, etc.)

    • A 'rogue' ship that camouflages better at night, has better maneuverability and row-boats that can be used for stealthy boarding, but no cannons whatsoever

    • A large explorer's ship that can take more hits and provides players diving bells to more easily explore deep ocean crevices, but is more sluggish to control

    • A hunter's ship with a higher crow's nest and a map that highlights islands that have been recently visited by either players with high bounty or ships that cargo a lot of loot, but has masts that can easily be spotted in the distance and cannot store loot below deck.

    • A costume that prevents skeletons from attacking the player, but makes them receive more damage from players and sharks

    • A carving knife that can be used to harvest resources from sharks, but replaces the cutlass and deals less damage

    The list can go on, but you probably got the idea by now.

    What makes sandbox games great is their ability to allow players to tackle challenges in different ways. Not only would implementing more playstyles attract more players with different interests, but it would also allow veteran players to change up their tactics to keep the game refreshing and replayable.

    TL;DR
    A progression system doesn't have to make players stronger than others. Rather, it should let players change up their playstyles to play the same game but in their own preferred way. Let players spend gold on items/ships that are better in aspects that facilitate different playstyles (combative/stealthy/pve centric) but are worse in others to keep the game from being unbalanced to new players, which still aligns with Rare's design principle without having to focus solely on cosmetic upgrades.

    PS: How can I change my name here? I just signed up using my Microsoft account and it assignmed me a random name that I can't seem to change.

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  • @shrunkmicrobe93

    Regarding your name, I believe you can change it from within the Xbox app on a Windows 10 machine, or through the xbox live website.

    Regarding the meat of your post, I completely agree. And regarding what Rare has stated about not wanting to give players an advantage; diversity and specialization does not need to mean an overall advantage. Opening up different styles of play as unlockables improves game variety and replayability, and I hope we see something along these lines.

  • @shrunkmicrobe93 Ahoy there!

    You can change your forum username/in game name at any time using Microsofts website.

    Change Gamertag

    You can do this once for free before Microsoft start charging. So make sure it is one that you like the sound of ;)

  • @shrunkmicrobe93

    It all sounds very cool, but balance in a PvP game is near to impossible. Inevitably, one style ship/class/weapon will be better at PvP than others and everyone will use it.

    Will there be different ships in the game? I'm sure there will be in time.

    Will there be different weapons? I've no doubt.

    Everyone will have access to the same kit. It's when and how you use it that will define a good player from a new one.

    P.S. I wouldn't' change your name. It's hilarious.

  • I made a post recently with some character classes in it you might like to read about. The lateral development ideas are few and far between on here, but all very good. In terms of balance, it's not near to impossible, it just requires a level of committment most devs are interested in. From personal experience I can say that balancing is the most time consuming and un profitable element of game design. But not hard. Just tedious. And being unbalanced rarely effects a games sales so a lot of devs dont bother.

    But yeah if you can find my thread, i don't post mant threads, I designed a captain class that boosts nearby allies, swashbucklers that can climb any part of a ships hull and can dual weild pistols but has to get drunk every so often or their attack drops. Deckhands, just good sailors and scouts. Scallywags that can carry fake chests and wear shark disguises, and one class i forgot the name of that only heals by being in water and can encourage storms by playing their instrument, and gets a damage boost when hit by lightning.

    It would make the game more colourful and with a bit of balancing wouldnt give anyone an overall advantage, only situational ones. I'm still waiting patiently till release as there has been a lot of demand for this sort of thing.

  • Oh yeah, worst thing you want is a bunch of copies running around

  • @inbred-chimera

    Without creating classes, they could implement items that provide the benefiting aspect of each class you mentioned (ie. Captain - AoE boost = Captains hat, Swashbuckler - climbing/duel wield = baldric..... etc.)

    Why lock people into classes when gear can create everything you've mentioned and the player can decided which to wear in which scenario?

    The fact that there's a wardrobe chest on every ship leads me to believe this will likely be how the game plays out.

    Going treasure hunting? Better put on your 'scout boots' for faster travel. Going into battle? Throw on the leather tunic to take more hits...... etc.

  • @stem589 I did think that initially, but it wouldn't be balanced. Items would either have ot be purchased or found but in eitehr case whoever had the most items would have the advantage.

    The class system would work better because once you've choen your class, you have to stick with it for that play session. Unless you pay mid session. Either way, if you ccan simply change your gear to what suits the situation, that is still essentially an upgrade. The classes I designed were each made to perform better in some reas and worse in others, so there is a balance.

  • We do have different weapons for different play stile, but at this point I don't see them including different ship types or another type of progression besides cosmetics and ranks

  • These are some great ideas! Only time will tell what they have planned.. maybe these could show up down the road!

  • I really think that Ship Customization should have both cosmetic and functional upgrades.
    Cosmetic upgrades are just that. Functional upgrades should give both advantages and drawbacks in order to be balanced.
    I'm fine with Pirates getting only cosmetic upgrades, but not introducing functional ones on ships is, imho, a great wasted opportunity.

  • @shrunkmicrobe93 These are ideas I wouldve never come up with, they are great, I hope Rare implement some of the ideas in the future. More people should see this post.

  • @inbred-chimera

    Make it so only one 'special' item can be worn at a time.

    The player decides what that is for that they're doing.

    If you go into a melee fight and you left your 'carpenters belt' on (for faster ship repair) and your opponent wore his 'dueling gloves', you're probably gonna die........ all on you.

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