#The issues I see with the game progression

1 messages · Page 1 of 1 (latest)

granite walrus
#

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".
#

Possible alternatives:

For Gear Drops and Tier Drops:

  • Remove the EXE skills that give increased rarity drops and reduce impact of OPS.
  • Give POI's a danger rating with some special effects like increased enemy density, enemy waves respawn x times or radiation zone except in these moving bubbles within the zone or wtv.
  • The gear tier dropped is influenced by the POI danger rating. POI rating could evolve with world level too.
  • It could be the more intricate POI or coolest looking ones that have specific enemy formations or composition for increased difficulty hence higher tier.
  • Stop Mobs dropping items, only skeletons do. Can always add more skeletons in parkour/exploration zones.
  • The Overgrowth Vendor should sell purple gear uniquely at increased costs.

For Gear Affixes:

  • Gear affix levels should be capped at level: 2-blue, 3-gold, 4-purple, 5-red. No level 7 affixes.
  • Gear affix quantity by tiers should be reduced to: 0 white gear, 1 blue, 2 gold, 3-purple, 4-red.

For Breaker identity and to make killing random mobs feel less useless:

  • Remove the holobytes/amps/weapons restrictions. If I have a favorite breaker I will see the 3 same weapons over and over and over and over. And the same holobytes too. Fun!
  • Re-Introduce Gearbits into HLB in a different form. Gearbits are now all the mods or affixes that are currently available or being developed.
  • Gearbits can drop from common mobs which gives you a reason to fight useless mobs apart from brightblood.
  • You can attach gearbits to Blades/Rails/Accessories/Armor for as many as affix slot are available.
  • You could even add gearbit rarities which you can't use on low tier gear as a sub system
  • Instead of limiting the pool of 15 amps+weapons and 30 holobytes which is where we find all the fun of the interactions; we can instead introduce categories and breaker exclusive gearbits which create that individuality based on the 50+ affixes present in the game.
#

With the introduction of Gearbits to fill affixes slots, and polishing the progression and item acquisition throughout the run, the reward and fun of playing would be augmented instead of restricted like the current direction seems to head towards.

I know if you keep restricting items to breakers, there will a couple of them I will never end up playing because you will put them in a specific playstyle category that might not interest me. Instead of letting me play any breaker with any weapon that I want just differently because of their sycom and affixes.

rustic locust
#

Please don't bring back the radiation zones, their removal was the 2nd best thing that got changed, after the removal of combat state

granite walrus
rustic locust
#

Anything that hinders exploration is a bad addition as it's one of the main pillars of breakers' design

#

It should be an optional difficulty modifer possibly

granite walrus
# rustic locust It should be an optional difficulty modifer possibly

Yeah exactly I meant it just as a possible modifier to justify better gear at a POI. Among whatever modifier they can think of it's just they made rad zone and had to take it out so it already is programmed in the game. The initial way it worked was just horrible I wanted it out too, doesn't mean they can't tweak it. Like if they made an air bubble that moves in the radiation zone and you have to fight and move withing that bubble not to take damage while you clear the POI.

rustic locust
#

That's a cool idea but that doesn't feel like a rad zone anymore

#

I think they could make it so the radiation makes you take more dmg from other sources

#

As if it applies a weakness debufd which makes fighting in it more risky the longer you stay

#

It would still add a sort of time pressure to it but not sabotage exploration