Having an horizontal progression system with effective currency and equipment sinks is a great way to keep players engaged while maintaining a balanced game economy.
I’ll elaborate on multiple sinks for game currency and gear to encourage depletion over time, because I'd like to see in Samsara a system that promotes horizontal progression, where players gain variety and flexibility in their gear and playstyle rather than strictly power increases.
- Players pay currency to craft or enhance items
such as :
- Upgrading gear level
- Enchanting for unique effects
- Combining monster materials for unique effects.
**Example : **
A player spends 10k samsaries to combine multiple dropped “Snake Fang” with a bought sword to create a “Venom Blade” that has a chance to apply a "Poison" debuff adding tactical variety while retaining its default ATK value.
- Maintenance cost
such as :
- Gear degradation over time depending on quality & rarity
- Gear reparation to restore degradation
- Gear reinforcement to limit degradation
- Gear destruction if not restored and you continue to use it
**Example : **
Gear has a life bar depending on its quality (higher quality, better life stat) and it's rarity (the rarest, the more fragile).
This life bar depletes during use in combat & skill use.
A very rare chest piece with 100maxHP degrades after a dungeon run (10HP left) and costs 5k by 10% maxHP depleted to repair.
A very common sword with xHP can be reinforced for a certain time duration to block the degradation and costs more than a repair.
- NPC sinks
such as :
- NPC are sellers & crafters
**Example : **
You want to create potions, you go to an Alchemist NPC with the correct items and get a tax to craft it.
This could be replaced from a "human" NPC to a "workbench" sprite being the NPC.