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Essentially the reason for it is so you don't have to grind in order to play later episodes. They used the example of this way you don't need to be level 100+ combat to play episode 4.
Go read the news post about it for more information. It actually makes complete sense.
Though I will say having a better way of equipping between episodes would be nice.. like just having 4 different sets equipped that swap based on what episode you're in, but at least right now you have the quartermaster spell and can auto equip there.
EDIT: I wrote a big post proving just how big equipment value is compared to the rest of the game's save file but the more I went into how it worked the more I realized that equipment can be and probably is optimized in a way that reduces it to nothing more than an ID and a single metadata hash in the save. So yeah disregard what I just said, I disproved myself.
The worst part is by far the gear. like why cant they just make the gear universal for all content. People that have been playing the game should have an advantage. Like whats the point in grinding out skills if it is basicly gonna be worthless next episode. Same for gear, litterly worthless. Like a lot of games have like soft gear resets etc. But you litterly cannot even use your weapon from last episode. It doesnt provide stats.
Its just tedious and bad game design. Imagine irl you need a different set of cutterly to eat in different parts of your house. It makes zero sense.
But gear not being usable in the next episode (at all, for anyone not familiar, your gear litterly will not give stats) feels bad and is bad game design.
I like the game, I just do not like this aspect of it. So I am giving my feedback. Remove the gear gating and attuning. Keep the skills. That way you will have your vision but also make progression feel good.
It's utter madness.
To improve this system they'll need to do something like:
- Make the equipment that drops visually distinct to each episode. Hopeport Guard themed equipment, Hopeforest Scout themed equipment, Mantuban Minefighter themed equipment, Crenopolis Watchman themed equipment, Stonemaw Shieldbearer themed equipment, etc etc - it all needs to be visually distinct from one another and not just the same stuff from the first episode again and again.
- Make the combat skills and weapons + weapon arts different. Guards should fight differently and use different weapons to Scouts, to Minefighters, to Watchmen, to Shieldbearers, etc. Different proficiencies, different weapons, different specialisations, different abilities / special attacks.
- Make all combat skills usable between episodes. Forget about locking equipment to a specific episode, instead make it so your worn equipment determines the combat skill you are using. Equipping a full set of Hopeport Guard armour + weapons will make you fight with that combat skill, and earn that combat XP, and level scale enemies to your skill level of a Hopeport Guard.
- Gear specific to a combat skill will only be able to drop in the episode region it is from. Fighting as a Guard in Stonemaw will only drop Shieldbearer equipment - this ensures no region ever becomes "forgotten" or "abandoned" into "dead content" because players will still have to go back and farm drops and equipment to keep increasing their combat skill power for that area.
- As an aside, make it so you can't craft the new armour and weapons until you acquire "blueprints" for them as drops. This also ensures someone with 500 in armour + weaponsmithing skills cannot just bang out a set of the gear as soon as the episode drops. They need to get out there and explore, fight, kill!
This ensures your work is never wasted or "left behind" and it also will still keep things "fresh" and "new" as new combat skills and styles etc are added with each episode anyway. It benefits those who don't want to grind, and benefits those who grind up to prepare for whatever the future may hold. There's no downsides.A player can decide to enter an episode with their favourite combat skill already levelled up, with gear ready to go, if they so choose - however you can assume that most players will drop everything they have, eager to experience the new combat style and weapons / armour presented with the episode. However they'll still have choice (a very important thing to offer in video games, especially long lasting ones such as MMORPGs) if they prefer or have a favourite skill already.
It also adds fashion and variety to the game. Give players more outfits to hang around in, to unlock and explore, and it might even encourage them to go higher and higher in a combat skill to see how that armour evolves as they level up.
Instead of being depressed at having to level the same skill 4+ times, players would genuinely look forward to the next fighting style and equipment visuals an episode would bring. Bored of fighting as a town guard, they're excited to get into Hopeforest where they unlock daggers and other fast and nimble fighting styles. Or, they're powering on ahead until they get to Episode 8, themed around Gladiator combat, with dual weapons and flashy, garish combo attacks, plus Gladiator themed armour. Something like that, anyway.
This whole system would be beneficial for bossing as well - mixing and matching team compositions to take on episode themed bosses with different combat styles, instead of having four Scouts beating up a Giant Newt or Three Headed Bear. Team composition and variety is the spice of life.
Eventually, when it gets completely unfeasible to add new combat styles and classes to the game, you can explore Hybrid armour sets. Mixing pieces of gear from say, Shieldbearer and Guard ends up creating a "Warden" or "Huscarl" combat skill, which draws from the average of both skills (or simply picks the lowest of the two to govern it) and lets players mix and match weapons and special abilities accordingly.
Include enemies which straight up require a specific combat skill to fight / kill, akin to the Slayer skill of old. For example, a swarm of Slitterfly's - Butterflies with razors for wings - are too fast for any combat skill except Scout to fight. Or the Ironstone Golem, who is far too sturdy for anyone but a Minefighter to crack.
Finally, mix these and have special monsters that require hybrid combat professions to harm. Something such as say, undead Zombie Satyrs - a blend of Hopeforest and Crenopolis enemies - would require a balance of Scout and Watchman (Ranger / Strider / Assassin hybrid combat skill) in order to be able to defeat. Hybrid special monsters would not only keep things fresh but also reward long time players who have levelled up their skills.
Yadda yadda. Sorry if this comes across as pretentious, like I'm saying I straight up know how the game should be designed, how it must be played, or it won't survive, I don't mean anything like that. Just sharing an opinion, in something I feel strongly about. I really dislike the combat + skills in its current state.
I don't expect everything to come at once. I'm not stamping my feet and screaming "NOW!" - MMORPGs are a slow burn thing, with a content feed across a long period of time, fleshing the game out in weird and wonderful ways hopefully over a decade or more.
The game is Early Access. Things are definitely going to change over time. I really doubt the combat + combat skills are in their final form, and instead merely exist as placeholders. I just hope they change in a meaningful way to make combat engaging, as well as to make actually levelling 4+ combat skills rewarding and worth the time.
It's like if you were to get mad that you have to get gear at the start of the game. That's what happens when you start episode 2, 3, 4, etc. It's like starting over in a new game. Again, you're complaining just to complain. You're hating on it just to hate on it. You refuse to *try* to understand the point. You even claim you read the post explaining it all and still refuse to understand why it's a thing.
If they'd remove the "gear gating and attuning" they'd have to change combat entirely. They'd have to change the skills as well. Since new gear is based on the new skill in that area, you wouldn't be able to equip your old stuff anyway. Again, you're failing to see the ridiculous amount of stuff you're wanting them to change to suit you.
Also, just because you don't like something doesn't mean it's bad game design. This is actually very good game design because again it allows people to experience different episodes without needing to grind for days, weeks, or even months just to get to that point. Yet there's still a grind in the game for that to do other things like quests or get better stuff.
No one is complaining just to complain. Lots of people don't like the disjointed nature of the combat system, for several reasons. They can understand why the devs designed it the way they did and still not like it. Chill.