#Needs a reason for it all

1 messages · Page 1 of 1 (latest)

next lichen
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In Runescape, RPG MO, Damascus, Curse of Aros, Eternal Lands, Milky Way Idle, Melvor Idle, New World and pretty much every other "skilling" game in existence has a reason for "skilling".

There needs to be a reason for "skilling" up other than a number going up. Every now and then something needs to open up. Such as a dungeon, bosses, etc... Why do I want to be a level 60 blacksmith/60 combat? Why do I want to be a 100 blacksmith/100 combat?

The reason can't only be a number going up or "maxing". Just look at Brighter Shores for proof. Brighter Shores was dead on arrival because there is no reason to skill up. No bosses, no goals, just a number going up. There needs to be well thought out carrots on sticks throughout the progression of all the skills. Reasons for the mid game, end game, etc...

My 2cents!

unborn timber
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I think what you're asking for is a more interesting progression path and more skill dependencies? Like in Runescape for example, you aren't just going from one tier to the next to the next (besides Mining/Smithing, but many people don't enjoy those skills for this reason), you're doing things like: levelling Farming to a certain level so you can complete a quest which unlocks new items or new ways to level skills, or levelling Ranged so you can equip a certain crossbow that makes it easier to complete quests or make money through Slayer, or levelling Magic so you can teleport around and cast High Alchemy.

Brighter Shores had a bit of that but it was seriously lacking in content and skill dependencies, not to mention their unusual idea of locking skills to specific regions. Bitcraft in its current state has a similar problem I think

graceful patio
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There just needs to be a rewarding aspect of the gameplay loop. Even if its offering rare items that you can get from the skills that create a unique peice of equipment over the standard reskin of tier 1 10 times. I do agree the gameplay loop will get tiresome without it but this is still very early doors and it has potential

unborn timber
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Worth noting that the gameplay loop in Bitcraft is intentionally different to typical sandbox mmos like Runescape. In those games the general gameplay loop is "make your character better in every way" (maxing) and/or reach end-game dungeons (raiding) whereas Bitcraft is more about making your character better in one or two ways that benefits the community you're a part of, whether that's being the dedicated fisher in your small settlement or crafting high quality tools to sell on the regional market. Bitcraft is more about community goals than individual goals which is closer to Eco and EVE than Runescape.

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TL;DR: if you want a reason to play, specialise and join a group (or trade for everything on the market and make bank)