#Enhancing Progression and Balancing Risk ~ from an old game developer myself

1 messages · Page 1 of 1 (latest)

vivid trail
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Dear Dev Team,

First and foremost, I want to express how awesome this game is, as an old game developer and player I'm loving the world your team are creating. The blend of MMO elements, resource farming, crafting, and leveling up offers a satisfying journey for players. The game’s design encourages dedication and passion, which is why I’d like to present a few ideas to enhance the player experience further, particularly around balancing PvP risk with the enjoyment of progression and ensure this game has a health journey ahead. Again, this is just a few points and I understand your working toward an insurance system. Maybe this is an "addition" to your insurance system you have planed.

1. Partial Gear Loss & Repair System
Concept: Instead of losing all crafted gear upon defeat, the player would only lose a percentage of their gear—specifically, all items in their bag, while equipped gear remains but suffers durability loss.
Benefit: This system reduces the feeling of total loss while still maintaining the risk and excitement of PvP encounters. Players maintain progression and attachment to their crafted gear, encouraging continued play.

2. Durability and Repair Mechanism
Concept: Upon defeat, gear durability decreases, introducing a resource-driven repair system. Players can use crafting materials or in-game currency to patch or repair gear. Items with minor decay can be fully restored, while gear that suffers multiple defeats may become irreparable after three deaths, encouraging crafting of new items.
Example: Gear decay could work as follows:

  • First Defeat: 20% durability loss, repairable with common resources.
  • Second Defeat: Additional 30% durability loss, requiring rarer resources or higher costs.
  • Third Defeat: Gear reaches the "Beyond Repair" status, offering a chance to salvage parts but necessitating new gear crafting.

.. continued

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3. Utilizing Existing Game Systems for Repairs
The current armorer, weaponsmith, and in-game vendors can offer repair services. Players could choose between using gathered resources or spending gold to patch gear. This system would integrate seamlessly into the existing economy, promoting resource gathering and maintaining crafting relevance.

  • Resource-based Repairs: Players use wood, metal, and other crafting materials to repair gear, making gathering a valuable activity.
  • Currency-based Repairs: Those with gold reserves could opt for vendor repairs, providing an economic balance.
  • Salvaging System: Irreparable gear could be salvaged for crafting components, creating a loop of progression without harsh penalties.

4. Map Design: Balancing PvE and PvP Experiences
As new maps are introduced, consider categorizing maps by their PvP intensity:

  • PvE-Focused Maps: Fewer PvP encounters, ideal for resource gathering and story progression.
  • PvP-Focused Maps: Higher PvP engagement, with increased rewards and incentives for risk-takers.
  • RPG-Themed Execution: Through lore and design, players can feel the thematic difference between "peaceful villages" and "contested battlefields."

Encouragement
Game development is hard work, thank you for communicating with the player base (you dont have too, but its badass that you do!) I truly believe these ideas align with more mass market appeal for Legacy: Steel and Sorcery while offering a balanced approach to keep both PvE and PvP players engaged. Your team has already crafted a compelling world, and these enhancements could further deepen the experience and player satisfaction

Good luck on the badass journey

slow garnet
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There are many good points but i think losing some gear needs to happen..i feel that is part of the soul of the game. The reason it feels so bad now is because it hurts a lot, more than it should imo because of the grind and non existant way to upgrade gear to a new tier without actually having that higher tier to disenchant.

What about:
1: you lose all your stuff in inventory but you dont lose the backpack + make backpacks harder to get.
2: You randomly lose 1-2 items from your equipment. From the head/shoulders/chest/legs and rings slot.

Gear repairing always has sucked imo. It's a another time sink which feels bad imo.

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I feel this way it would hurt less, and peopel would actually not be so afraid to run around in good gear.

opaque osprey
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Nah its not that hard to craft common or green you can reset very quick and go again. I dont like durability. I do like insuring an item but feels fucking bad if you kill a full blue war but only get 1 of his pieces. Game will die

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I dont like pve themed maps. I know people like pve in this game but cba its a pvp extraction game

covert flare
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Well written post, but it seems you may not understand extraction games. A big part of what makes them special is the fear and excitement of losing or gaining gear. The huge feeling of risk match by the big potential for reward. If this is removed the.m really there just isn’t enough game to keep people around. It seems rough at first losing all your gear but as skills grow, so does your stash. I have a war chest full of green and blue gear and it’s not because I hoard it. I personally do not like pve, so for me this game is my chance to hunt down players and hope for a big score. But someone else might get satisfaction from escaping with there loot when someone like me shows up.

I think it takes a lot of people a while to remove gear attachment. If I pick up a blue item I equip and continue playing, I don’t run to extract and lock it away on my stash. If I lose it? No big deal I’ll load back in and hunt me down some more.

I agree that some people would prefer your way BUT I just don’t think it’s the way for an extraction game. It would miss what makes extraction game so great. It would also force people like me to focus more on pve and crafting which I don’t enjoy, ultimately making me leave the game.

vivid trail
still yew
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with your idea of keeping the gear, it means that the player who killed the other cant even loot these items? because that would ruin the rewarding of pvp, but if the enemy can loot my gear, and yet i can keep it in a decreased durability, that will be a too forgiving system, where the value of the gear will inflate

radiant shuttle
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Yeah, I don't like this at all. The first person to get purples gets to absolutely stomp people with no fear of losing their gear. Currently because purples add two gem slots they are a HUGE increase in power over even blues. One of the streamers did the math and it's like 64% physical armor with the right gems vs like 30 something for the blue set. If you die with that kind of an advantage and then the player who killed you only gets wood and copper from your bags or some ogre blood that would feel significantly worse. It also means that frequently you will get next to nothing from PVP and that is especially earlier in the start of a round.

random fiber
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Some decent ideas. I’m against any partial gear loss though. Everything needs to drop on death. Insurance might be nice though. Not sure if it fits. But I would not play this game or even this genre if it wasn’t full loot. The only slight exception could be maybe some sort of amulet slot that’s super grindy and gives you a small amount of personalized stats. Maybe having something like that as a little separate line of progression could be fun. But at the same time it wouldn’t even have to be a wearable either. It could just be like some sort of skill/mastery tree