#Zero to Hero Mode

24 messages · Page 1 of 1 (latest)

pallid reef
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So a lot of people share the sentiment that zero to hero is some of the most fun they had so what about we turn that into a game mode basicly can't que with any other gear or meds only use what you find. That way if someone beats you that overgears you it won't feel that bad because they found the loot. Maybe make this a cycled mode until population gets to a point where you can have multiple maps and modes open or this mode can only be active during certain time of the day and see if it gets enough rention.

lost smelt
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hardcore mode for the character? 😄

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die = deleted

mossy elbow
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whats with all the people complaining about slightly better gear recently?

pallid reef
# mossy elbow whats with all the people complaining about slightly better gear recently?

That's not what this is about i dont personally care about people outgearing me but I have 300hrs at this point but people that would be joining 3/4th into the season would be going up against players that have 5+ blue/purp sets ready to go not to mention better meds and lodge like cooking pot. The zero to hero mode would allow a more even playing field for the newcomers for them to learn the rope and they have a chance to be the ones that out gears a better player and maybe last longer or win a fight.

But originally this post is just a suggestion about a zero to hero mode because it seems like something both vets and new players enjoy.

empty swan
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When i play i mainly only go zero to hero, it's more fun and since vets know the game better anyway it's nice giving ourselves a bit of a handicap! Making it an actual mode WOULD be awesome, but probably later when the game is more established with a higher player count. Adding another queue on top of the queues we already have would split the playerbase too much.

lost smelt
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idk i see lot of frustrated players on those streams being farmed

grizzled hill
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If considering it to be it's own thing, Def a player count issue, but let's disregard that for now and discuss the merit of the mode.

How do you then go to other maps? The game sees that you are in zero to hero mode and locks your heart when in the lobby? Until you die? Is it separate queues with different lobbies?

Part of what makes zero to hero fun is stealing the good shit from the people who have so much, or from drops, makes a green an eye opener to loot again when you are locked in junk gear.

As someone who has zero to hero in many other games, the context of it is different, but some key things are common.

Starting from (reasonably) nothing. In last oasis, you start with a beat stick. In LegSS, I've seen some people do naked, I've seen some ppl start with junk kit.

Always had been against general pop, unless it's is own mode. Like apex legends, or pubg, every game is zero to hero, but that makes everything not zero to hero,(syndrome.gif), and just the baseline experience. So zero to hero is an experience outside of the standard expectation from the original game.

It's elective. For a pure skill egoist. Hardcore mode. Can compare to Ironman mode. Not everyone will choose to play this mode.

So in essence, if it's It's own mode, it may just end up feeling like a battle Royale. Spell break was a phenomenal game, the combat so good. However the context of a battle Royale I think killed it. The maps ended up having to be too huge, which lead to subpar map design, the map felt cheap. However the dominion mode, smaller map, it felt way better. What I'm getting at, is the context you view a combat system through changes how you interact with it. For example, I think this game would be sick with battle grounds. Like 9v9, 3 squads vs 3, and instead of risking gear on your death, perhaps a mode where you pay gold to enter, and Winners split losers gold.

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Something so that bg queues stay poppin. But you still incur some sort of risk, which is what this game is about. And the risk pushes you back into the normal extraction game.

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Alas. Me personally, I think it should be a toggle. In menu, chose iron man mode, and you can no longer change a players gear or equipment in the menu, only take stuff outta bags to store it. Now the economy of that, though, I hardly see class items in the wild. I've never seen a war horn drop. So it will be rough, do you somehow change loot for that person to fix that or do you allow them to equip consumables in the menu, either way. If it's vs the regular extraction queue.

Maybe allow equipping consumables in menu? Maybe since in this example it's vs regular queue. Have 2 options, Ironman gear, and Ironman gear/consumes.

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This way, you have persistence, and can then deploy to better maps once you've "finished" on one map. That can be the progression.

Does this Ironman mode give any rewards? Achievements no doubt. (When in iron man mode, equip a full set of blue armor, while In Ironman, loot 10 freshly cut ears e.g.s)

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Part of the ego of Ironman is outplaying ppl with better gear. So vs same queue, general pop is interesting to me. And it'd possible no matter player count.

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The only problem I see is if an Ironman stays in day to farm pvp even after they get geared up. Should Ironman lock you out of a map if you surpass it?

Someone mentioned hardcore, death means delete. Perhaps with a XP multiplier I'd be interested, but as it stands prolly not. This can increase the pop of day maps, and skilled people queueing up hardcore or Ironman can balance the skill vs noob issue in some cases. Ofc, the non egoist, but somehow still inflated ego will still farm you in daytime with blues though, can't stop that.

upper knot
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I think this would go well as part of one of my ideas…prestige challenge quests that require you to go into a run with some kind of disadvantage, or an incentive for positive multiplayer interactions. All for a reward…maybe ever just for cosmetics. But it gives the vets an end-game mix-it-up experience that also softens the average interaction between vets and noobs.

grizzled hill
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Prestige challenge quests that require you to go into a run with some kind of disadvantage,

Oooh very cool. Idk about forcing positive interactions tho.

upper knot
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I wouldn't say forcing...but imagine a quest that's "revive 3 players without executing any of them"...something like that can push towards pvp....but friendly pvp!

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If these things were on a menu like the current quest system, you can cycle away from the ones you don't want...but it just makes more sense to go do them

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"use an extraction key in solos and have another player extract through the path behind you"

lost smelt
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you can revive them and rekill and revive and rekill and so on

mossy elbow
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if I ever see that quest I will see red and get my purps and yellows and go into NAEwoods and rekill all new players I see and scream "IS THIS YOUR FIRST TIME PLAYING A VIDEOGAME STUPID NERD? DO YOU LIKE GETTING REVIVED YOU DUMB FUCKING NERD?"

rare cloud
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zero to hero basically is battle royal mod and that was requested many times mby in the future

upper knot
# lost smelt you can revive them and rekill and revive and rekill and so on

Could easily program the quest to only work if it's three people. And I guess if you wanted to just harass a newbie you can do that regardless of a quest. Might get you reported but, whatever floats your boat.

But i agree with your point: things have to be viewed from the lense of abusability, but then also once you've "fixed" the abusability, you have to step back and decide if you are incentivizing an action that adds anything, be it to the overall community, or to the actual player's experience. And if it is keeping the game fun along SOME common vector. Players who don't want to interact with or be nice to other players might skip the quest, but people who like friendly encounters? They may love it. The skippability of the quests allow the people who don't vibe it to skip it, as long as the quest is enjoyable for some subset of players.

mossy elbow
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the game should not encourage "friendly encounters"