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« on: April 19, 2014, 10:02:55 PM »
I'll admit my last post was fueled by frustration and was immature, so I removed it. I'll just end my part of this conversation by explaining why, in my opinion, gear progression is a must.
When you removed gear progression from the game you remove the major driving force behind what keeps players playing. Now I know there will likely be 3 or 4 forum members who will post in the contrary. That they were perfectly content in 2238 and reloaded to farm Gecko Mine day in and out, crafting and adding to the p90 piles at their ranger stations until eventually saving up enough caps to buy a bunker for themselves to live in alone. Then role playing at the entrance of NCR during the cool downs. Are these few players the ones whose opinions matter? They will hungrily suckle at the teat of whatever dev is currently running the server, throating log after log of feces with smiles on their faces.
1. Removing gear progression removes the driving force of end game content. Without the drive for bigger and better gear; all you have left to keep players around is malice. Malice to kill other players and destroy their faction. Now I will admit, this sounds mighty enticing at first. But without the progression of gear that is earned by paying the iron price (the priced earned by teamwork and payed for by the blood of your enemies) you will have a stalemate between all factions; with the only tipping point being the number of members. So the climactic release of malice may never come, or worse, may have no satisfaction because all you have done is destroy the hollowed husk of an abandoned faction whose players found more fun things to do.
2. Gear progression allows for the sway of power within and between factions. The players that have the best gear, clearly have the advantage. This forces other factions to use tactics and team work to remain competitive. On a larger point; IT ALLOWS FOR END GAME CONTENT. The whole point of each faction is to wipe out their competition, as stated in the lore. Without gear progression, this end game goal will come from factions having the most members as opposed to being the most skilled (welcome to Reloaded where the 50 remaining players on the server are the players of the amalgamated faction that calls themselves BBS).
3. With all gear being roughly equal, there is no reward from PvP. Who cares if I kill Big_Tim again, when at the end of the day we both go back and either grab a weapon from our endless pile or toss another on. By removing gear progression you remove all fulfillment from PvP. With rare, and better loot, you have a purpose for killing another player; to take their stuff. Believe me when I say this; there is nothing more satisfying that earning your first set of Power Armor by delicately planning and executing a member of a another faction (Thanks for the memories Gammatron).
I could go on and argue how applying the game design from CoD (a cancerous FPS) to Fallout (an RPG) while simultaneously suggesting that the formula from Diablo 2 (unarguably one of the most successful RPG's of all time) wouldn't work with your game design, is objectively wrong; but I don't have enough breath in my lungs. So I will just say this: by removing gear progression you remove the satisfaction of PvP, the ability to achieve end game content, and the purpose of the game entirely. I warn you that without these things you will be left with an overly sterile game that won't have the lasting power that we all would like to see. There is a lot of potential in AoP; I'd hate to see it squandered by a poor lead game design choice.