June - last edited June
Several people recommended that I post this here instead of reddit.
Loot grinding doesn't work unless you have a large pool of loot with a meaningful variance in loot quality. (Borderlands, POE, Warframe, Diablo, Torchlight). Loot grinding is obsolete the moment we get the best loot, we are left waiting until the next update/season/event gives us better stuff. the current state of anthem is that we are already playing this game from patch to patch as if its a game at the end of its life cycle.
Progression grinding doesn't require a large amount of content, but a balanced and measurable path to take. We could spend days upgrading a single gun inscription or hours farming a limited supply of loot.
Progression grinding is used to great success in many other games with people willing to spend days mashing a button to jump higher, farming materials for a crafting skill, grinding for prestige rank X, and "levelling" a character or pet.
People are willing to devote their time to a game when there is a sense of progression and improvement, Anthem has no progression system in place beside getting to level 30 and reputation.
Bioware could try implementing a crafting system tied to difficulty, if they are not going to properly follow the loot grind route.
Here is my idea of a good progression system and a way to make crafting in this game relevant.
Gain starter material (Chimeric compound, Colossus part, etc)
Craft a common version of any weapon (Autocannon, shotgun, sniper, etc)
Select from the already existing pool of 50+ inscriptions for first inscription.
Do mission/stronghold/world event
Victory = inscription ember = tied to difficulty
Upgrade inscription up to a % cap with inscription ember. upgrade dependent on ember rarity and difficulty tier
Common cap = %15 (common ember only found on Easy+)
Uncommon cap = %30 (uncommon ember only found on Normal+)
Rare cap = %60 (rare ember only found on Hard+)
Epic cap = %90 (epic ember only found on GM1+)
Masterwork cap = %140 (masterwork ember only found on GM2+)
Legendary cap = %200 (legendary ember only found on GM3)
The next tier of ember can only be used once cap is met
Additional Inscription added every new tier after Rare.
First ember for each tier is gained once cap is reached and challenges met
Loot increases depending on difficulty = 5 masterwork ember per stronghold on gm2, but 10 on gm3.
Set drops at the end of a match. This would make people want to stay for the whole match and happy if they joined at the end.
Once epic is reached a weapon mod can be installed
Mod grants ability for specific weapon
Mod % is tiered and must be upgraded with parts and difficulty increase as well
Specific enemies need to be hunted for type of ability or weapon selected
Flame thrower = GM2 difficulty +Titan
Acid spitter = GM2 difficulty + Tyrant queen
Railgun = GM2 difficulty + Escari
Siege gun = GM2 difficulty + Ursix
Rarity + Mod % + Inscription choices + overall inscription% = Power level
True balance would mean that %127 Armor inscription would be as useful as %54 weapon damage.
Each weapon would have different % caps based on cooldown, RPM, base damage, and reload.
Create a Max inscription % cap so people don't use 15 %200 weapon damage inscriptions or 20 % 75 armor/shield.
Stat screen with all information should be in the menu and a place to reference % caps.
It would be cool to be able to customize weapon appearance like a javelin or adding a mod changed something on it.
This system would negate farming for different variants of the same weapon and would turn into a good old fashioned power grind. The customisation options for this type of system would be endless. I can already picture myself with a huge amount of builds for the same weapon/ability/component/javelin. Adding complexity to the crafting system increases its value and the value of proper information regarding it.
TLDR: Implement a fixed reward progression system, rather than a RNG drop system tied to a small weapon pool.
So I think you have a good idea but doing that way is just wrong. I think what you want is something like division leveling up mechanic where every level up gives you a cache where you can get some master work items with a chance of legendary items as well.
The loot pool is too small for this, what happens when you get your 10th Mauler masterwork with garbage inscriptions on it in a row. You could create something epic or pray to RNGesus for the right drop with a good roll.
I absolutely agree with the incremental approach of upgrades across rarity tiers, as outlined here. There are many ways how it could be done in detail, and anything that adds meaning and depth to the crafting system is welcome. I have updated my comment on the focused feedback topic with a link to this one.
So leveling up items.
At this point generating more loot would be far easier than overhauling the entire loot system to accommodate such a system
Please no...this would kill the game.
They should simply increase the loot quantity and quality....this alone would fix about 60% of the game.
June - last edited June
I realize you think you have come up with some great system here but all you did is re-invent grinding. Instead of grinding out levels or alternate advance methods you just moved it to items. Its not new or exciting. Its is far from an adequate replacement for proper new content. Games have tried lateral progression as you have laid out and at best it only serves to extend the life of content slightly and is usually used when a game is 'winding down' and they need away to keep people engaged with minimal development costs towards the end of its life. Regular updates of new content is far more effective.
June - last edited June
Games like Warframe, Diablo, FFXIV, WOW, POE, and any game with an in depth crafting system, show why progression work and is one of the best strategies for game sustainability. I am not saying that new content should be replaced by a grinding system, but that ONLY releasing new content is not enough to keep people playing. All of the above mentioned games release new content, change some mechanics to refresh the game periodically, and have well established end game systems.
Anthem has no end game system. Players will beat new content quickly and have nothing to do, that is what happened when the game released.
Progression systems are meant to KEEP your interest in in the end game, new content is meant to GET your interest in the endgame. Anthem does not have either content or a good end game system.
We have a roadmap of new content already, I am trying to address Anthems other core flaw. New content is a given, good game crafting is not.