#The progression need to be reworked

14 messages · Page 1 of 1 (latest)

wispy meteor
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I’ve spent a lot of time thinking about progression in this game, and it has several fundamental problems.

We’re already at level 200, which is extreme for a game that officially launched this year. Even worse, we jumped from level 95 to 200 in less than four months. This kind of level inflation is very unhealthy for long-term progression.

For a new player, seeing a level cap of 200 isn’t motivating, it feels like an endless grind with no clear destination. The higher the cap, the more discouraging it becomes.

At low levels, players are stuck with outdated robots and have access to very few interesting mechanics. There’s little variety or experimentation, and almost nothing exciting to keep them engaged.

While the game has some light P2W elements that mainly push older players away, new players suffer more from the endless progression itself. They’re asked to grind for a very long time before they can feel competitive or experience the interesting parts of the game. Reaching level 200 from level 1 can easily take a month or more, especially for people who study or work. That’s not progression, it’s a barrier.

My suggestion is to reduce the level cap back to 80 and add more meaningful unlocks and parts per level. This would let new players unlock everything first, then make informed decisions about where to invest their limited resources instead of dumping them into outdated robots.

It would also reduce the gap between new players and oldbies. Currently, new players reach high levels with almost no salvage left, while oldbies have years of accumulated resources, creating a massive imbalance.

A healthier progression system would benefit everyone. More new players, shorter queues, fewer AI matches, better PvP, and stronger long-term revenue through a growing player base rather than aggressive monetization.

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This actually reminds me of League of Legends old rune page system. Back then, players had to spend a huge amount of time grinding to buy runes and complete rune pages. Oldbie entered matches with full stat advantages, while new players were objectively weaker before the game even started, regardless of skill.

Riot eventually removed rune grinding and standardized runes for everyone in 2018, which greatly improved new player retention without hurting oldbie.

grand rain
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I do like the idea here and to be honest any direction the team could take to switch its business model from making money out of the few heavily invested player to making money from a lot of less implicated player which would lead to more players as a whole and a healthier prospective future for the game as it is inevitable that the game if it struggles to reach it objectives now will suffer more and more as long as the income are targeted to the few veterans that still play whom are leaving slowly but surely the game rather than on the newly introduced players.
I hope that similar ideas, matchmaking improvement for a smoother increase of difficulty and payable speed up for thoses who are starting are dont have as much time to dedicate to the game as other would come to the game and increase the retention and maybe save the long lasting future of the game🤷‍♂️ .

wispy meteor
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Ngl

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this game rn, is having a very anti-new player progression

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level max cap at 200 and this will not stop

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we probably gonna see 450 at the end of this season with this pace, holy cow, new player will quit right away

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and then devs still wondered why their game is not improving in player base at all

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lmao

grand rain
bleak nexus
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Tech. Tree.
Players won’t care how many levels there are if they at least feel like they’re making progress towards what they want. This needs to be said every time the topic of progression comes up.

wispy meteor
wispy meteor