I think we've all heard the term "bandit beater" passed around about as much as your mother on a Friday night, but a well thought out alternative, much like your father or Nate after founding Tenko no Renge, is nowhere to be found. A lot of games nowadays love to claim that when they will totally definitely release sometime soon and aren't farming money from people willing to buy tester spots, that their game will not be a "bandit beater". And then the claim will either just be either a. total cap, or b. just bandit beating with the occasional errand running or find some object around the map, which honestly is a lot worse.
So onto the suggestion part of this suggestion post, I'd like to recommend a few ways that progression can be diversified, which will make the game feel a lot better, and hopefully eliminate complaining about the dreaded grind.
Before this though, I want to make an important distinction, between progression, and the progression meta. The meta being the quickest way to grind. Ultimately it doesn't matter if you have the most fun, rewarding progression system that will make your dad come back, if it isn't the most effective way to gain levels, the sweaty players will still pick the faster route, and then cry and complain that the progression is boring even though that's what they chose. Point is, not only do you need to diversify progression as a whole, but you need to diversify the progression meta, this is a very important distinction to make.
Alright, on to my suggestion about how to diversify the progression meta, honestly this is the most simple part of the suggestion, and it is as easy as just thinking about something that is fun, and could logically fit in a Demon Slayer game. Here are a few of my own personal suggestions that I think are underutilized on the ROBLOX platform.
- Puzzles
- Parkour
- Exploration
- Boss fights that are mechanically different than just a typical NPC with fancy moves and more health (think destiny 2 raids)
aids#6495 You’ve Reached Level 3