The game has all the meta-progression elements of a roguelike, but the way the systems are setup is mid at best. We're playing with:
- a set of breakers only differentiated by sycoms and weapon/amp restrictions currently
- a common EXE tree
- holobytes restricted by breakers as well currently
- Gear ranked by tier and a level between 1-5
- Affixes on gear with levels between 1-7 after upgrading the gear
Current biggest issues with systems and progression:
- Gear tiers Drops: you can drop purple gear first item or never depending on EXE and OPS. No linear scaling corresponding to progression throughout the run.
- Gear affixes: Affix quantity needs to be reduced. 4 affixes per purple gear is way too many. 16 affixes for purple everything is way too much. In addition, affixes being level 1-3 depending on gear tier makes it so you can end with lvl 7 affixes which are extremely overpowered especially when you have so many.
- Gear Drops: there is no logic in regards to the weapon tiers dropped by skeletons in the POI. You can also drop gear from the lowest kind of random mobs as well. It just doesn't make sense what drops or why.
- Fighting enemies in the overgrowth: there is no incentive to fight random mobs unless you really want to farm for a full build. It's kind of a waste of time otherwise. You would mostly hoverboard from POI to POI and then to bosses.
- Restricting of weapons/amps/holobytes is lame. Sorry but it's the lazy way to create "identity".