Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If you wanna get spoiled on that by all means but wondering if they're going to make a system managable or not managable is more importnant.
To me, a prestige should be like 10 levels of incrementing exp per level to make it nicely and naturally accessable.
Its better to know about this early rather then late.
It doesn't matter, what you want or not. If they've yet given no informations about it, then there's no way to answer you properly on this without guessing.
The increments doesn't matter for accessibility, progression or whatever. They're just a visualization of where you're at in said system. I can build you dozens of different systems, which work exactely like the one you've described, but all look extremely different.
And on top of that tier tier 3+ gear has increased levels per unlock so yes, I am going to say that accessable IS importnant. Its not importnant when you allready have everything but why would you even prestige everytime then to get reset to 1 making you lose everythign but difficulty unlocks.
I could then do: 100xp per level
at lvl 10: unlocks A (10 hours)
at lvl 30: unlocks B (30 hours)
at lvl 60: unlocks C (60 hours)
at lvl 100: prestige (100 hours)
or i could do 50 xp per level for the first 30 levels, 100 from 31-70 and 150 for the rest:
at lvl 20: unlocks A (10 hours)
at lvl 45: unlocks B (30 hours)
at lvl 73: unlocks C (~60 hours)
at lvl 100: prestige (100 hours)
So essentially both systems look different to people, but the underlying calculations are the same. (though the difference is even stronger in modern systems and more geared towards early levels obviously).
The reason, why devs tend to do the second system more often is rather, because it allows to distribute rewards easier towards the beginning of the level system, without giving people the feeling, that there's nothing to work for anymore in the later levels.
For once it allows them to put 20 items into the for example first 10 hours with each item being unlocked in its own level, instead of unlocking 2 items at once all the time, but it also allows you to but the last item for example on lvl 73 instead of level 60, which appears to motivate the players more, because to them it appears like the game gives you new stuff throughout 75% of the playtime, even when it is in fact only about 60% of the playtime. It might annoy a few players, but the vast majority follows these principles, which is why these systems are used in the first place.
So overall, the system which we get in the end will pretty much not define the time it takes to prestige in general, put only, how long it takes to unlock the first few and last few items.
And i don't know how halos system works in particular, but if they would make it linear, then that would in fact make the levels past 20 being faster, but everything below 20 would suddenly be way slower. That's simply just how things work, if you still aim for the same amount of hours for your progression system.
Because it is fun to start over for many players. I don't see a reason to collect millions of dollars, if everything i need is a only 10k in my pockets to keep everything in stock pretty much for ever. And T3-stuff in particular sounds great for a while, but at some point it might get too convenient or too easy.
Like i see that you've put 300 hours into Stardew Valley. Was all of that done in one playthrough or did you also started over multiple times like me, because reaching a perfect game and only keep on playing for selling hundreds of wine per week for no other reason than raising the money count starts to get boring eventually?
or i could do 50 xp per level for the first 30 levels, 100 from 31-70 and 150 for the rest:
at lvl 20: unlocks A (10 hours)
at lvl 45: unlocks B (30 hours)
at lvl 73: unlocks C (~60 hours)
at lvl 100: prestige (100 hours)
I dont want 100 hours per prestige. Prestige shouldnt take 100 hours. It should take much less, especially since you're constantly locking people behind level unlocks and resetting them.
It should not take 1500 hours to get 15 prestiges (And then on top of that the special badge for 15000)
That seems over the top when whole battlepasses take approx 70 hours of 100 levels.
The point I am making here is that repeaively having to unlock gear with increasing level requirements would not be good.
Ideally stuff goes 1-20 (incresing to a MAX of say 500 xo) and then every single level after 20 be 500 exp.
Halo's prestige system is way more grindy then this where the next prestige requires even more exp then the first 20 levels of the previous tier(Or it was similair to that).
We allready know tier 3 gear unlocks above the 50's but why should I have to grind 50 hours for that for instance? (This will happen if you're gonna get increase per level), which is why I want this clariefied
I love reading your posts. Always so well thought out and bringing up great points and ideas.
I disagree a little bit with you here. I think we have different definitions of the term "Prestige". I have always seen these extra or reincarnated levels as fluffy extra goodness, something for bragging rights or pulling of extreme builds. I'm thinking like early day Payday 2 Prestige system, where there was very little if anything on offer besides some cosmetics and squeezing an extra handful of build points to make some builds crazy but never the only way to do a certain stage.
I agree with this sentiment though. I also don't know the Devs plans, but do they intend to lock gear content behind Prestige? I don't think any Prestige system should lock vital game play elements behind it. Bonuses are one thing, but final tier builds should be unlocked at final levels, not prestige numbers.
Obviously these numbers are just made up to explain it in a more simplistic way, given that the devs have still not showed any informations about this (which i've already said by the way, so don't take these things as announced facts or numbers i would use in a game)
And i'm simply making the point, that we A) doesn't know anything about the system and B) that knowing the scaling of a system still doesn't tell you anything about the effort you've to put into it. Like even if i could tell you, what they use, that wouldn't change the fact, that you've no point of reference to tell, if it's good or not.
Because it's a progression system.
Unlocking everything too fast or too slow is both bad. If you already got all things unlocked by lvl 3, then there's no need to add or use T1 or T2 whatsoever. If the last things unlock like one game before you're hitting the prestige point, then T3 will be pretty much worthless for those, who instantly prestige.
so ideally i would say, upgrading to T2 should be somewhere at around 20-40% throughout the prestige grind ("upgrading", not necessarily unlocking, which can also be earlier, but still being money gated) and T3 somewhere around 50-70%, so that everything can be played to some degree. i guess 15 hours could feel right and with the right price balancing, mediocre players might be able to enjoy every tier for like 5 hours each.
Obviously i don't have any numbers of the average playerbase, but i'm pretty sure, that the devs have already calculated many examples.
Because players aren't equally good.
Players who die often have problems to earn money. They'll probably take a good chunk of the progress system to even upgrade to T2. What do you think happens to them, if they've played like 2 hours, barely upgraded like 2-3 items to T2 and then the game slaps them in their faces with T3 upgrades, telling them, that they've already been able to upgrade everything to T2 and starting T3 by now.
And on the other side we've good players, who barely die and can use most of their money to actually upgrade stuff instead of just investing into new gear constantly. Like would you really want to play 30 minutes on T1, 1 hour on T2 and then 12 hours on T3, just to repeat that process over and over again? That's not what i would call progression at all.
And the only way to cater to both these groups is to actually make a system, which solves both problems at the same time. Probably not ideal for every single individual, but we've tenth of thausands of players playing the game, so a compromise is definitely needed here.
Obviously i'm looking at it from a game dev point of few, so i can't really say anything about how impatient players feel within that system, though it's impossible to make everyone happy in the end.
If one prestiege takes 100+ hours to complete, said person would have to unlock for example emf t3 at 57. The problem will lie when you asctually want to prestige. You will get the earned gear alogn your money removed and you gain an prestige for there.
Now we dont know the etxact 'exp' needed and exp distribution and this is what I personally find importnant to know. This will make or break this game for me, and probally others too whom do not wish to mindlessly grind. and get rewarded for it in a fair time.
Give or take the example of 'increasing exp for 100 levels where yo would say have lvl 100 unlock at 10000 exp and level 50 at 5000 exp, would be incredible bad design choice.
There's nothing wrong to have everything unlocked in 50 hours of gameplay. It should not take extra long on a coop game like this to do so.
I dont even know why you're trying to make a 'comparrisson' with stardew here which is a game that effectively gives you 100's of hours of content while this game has very limited content?
The only time you want more when you're actually going to be a live service game which I hope this game will not be.
I just...I dunno if it is the way you type or what you are trying to express but I have a very hard time following what you are saying.
If the problem you are talking about is...say...you are worried it will take longer to level up when you Prestige that sounds...reasonable? I don't see how it will effect my gear in anyway though. Isn't that the whole point of them giving everyone prestige Level 1 to start? So we all already have all the gear and maps we unlocked? In this case it is just a matter of making enough money...
And plenty of games make you jump through some kinda hoop or sacrifice something to get your "Prestige". And normally the bigger you want your Prestige number the more you gatta sacrifice each time.
I think that is the weakest part of the current leveling system. There is no progression, like at all. You blink and you've leveled up and gained everything and it is always the same level of easy. Booooring.
But it sounds like maybe your issue is that...they haven't released what the new level chart will look like or how much exp it will take to get to the next level?
Whatever the new systems details, gamers will find a way to destroy it quickly, efficiently, and it will soon be a long forgotten problem and we will all have stupid high levels again as well as too much money. It is just life.
And also like...Prestige tends to be optional. If you don't wanna lose your money or unlocks, then don't prestige
But again, I have no idea what the plans for the game or the road map are. Not here to claim the details, just to chat, theorizing, and grow ;3
For example: you won't need to wait until level 58 for tier3 dots, just have to save up enough to buy tier2 and then tier3.. because you are already Prestige 1.
And anyone who has the game before the change should be getting Prestige 1 (as I understand it).
Now.. it's possible it might still cost an exorbitant amount to gain these tiers of equipment, which really only moves the discussion over to that. But it's at least likely not artificially blocked until you grind out some levels... just until you grind out some money, lol.