So far with what I’ve tested on the pre-release, my verdict is that the experience system is great and it’s doable.
I’m all for what it has to offer over the old blueprint system, but what I imagine down the road leads to something we gotta talk about.
What happens when half the players are level capped? What purpose is farming if you can’t gain anymore XP?
First, lets look at the biggest advantage this progressive system has us working with.
There’s hell of a lot less clans decked out because some of them farmed AK and C4 BPs.
Your primitive weapons become useful from this little change.
So, capped players become an issue now, on one side they can craft pretty much anything.
On the other, they don’t ever gain XP, the game is different to them.
Whether they just quit from boredom because the progression is gone, or they’re in a clan of strictly capped players, the gameplay just seems broken.
I have a couple of basic ideas to help this, but I want to see what y’all think.
The best option personally is to lose your last level on death, learned crafts are reset and must be relearned.
Being able to acquire and retain the highest levels should be very difficult, but allow you to craft the best items in the game.
Progression should be exponentially harder. For instance, losing your revolver recipe will take 5 deaths’ worth of XP loss, losing your C4 takes 2.
Another example fix is XP lost over time, also with the same exponential feature. Take weeks to start losing mid-game recipes, but just a few days to lose top-tiers.
Those with top-tier gear will have to be recently active, allowing mid-range items to be the bread and butter for most clans to have their hands on.
How the advanced weapons and defenses be regulated should allow as much fair gameplay as possible without appealing to the most no-life players. .
I hope the devs consider this part of late game when working on the new XP system.