Infinite Progression for an alternative end game

Ok folks, I don’t see any way to make a poll here, so I’ll just ask that folks give me some feed back on the basic concept I’m going to be going on about in this thread.

I intend to make ingame screen shots, that I’ll be trying to make things clear with, so that process may take a while.

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For some basics, lets just assume that, at least for now, before AGS can design a better system, once a character reaches level 60, they gain the right (by something simple, maybe an easy quest, or just the clicking of the mouse button) to restart their character at level 1, but to keep ‘something significant’ from their past live(s).

Here is what I have in mind:

A character is something that can gain levels and new skills, respec their attributes
& weapons mastery at any time and such, and even swap out gear. But what if there were a way to split your character, into the currently being played toon, and a Remnant of their past lives?

What I have in mind is that a Remnant would have everything they had earned in their previous lives in terms of equipped items, unlocked story line access, and skills, but the Remnant cannot progress further, it cannot swap out any equipped items, gain/change levels or skills.

So a player would start over at level 1, with zero territorial standing in any towns, but whatever progress they had made in their previous lives unlocked things, and these unlocked things would still accrue to the current version of the toon’s life in New World.

So, as far as equipped items, the Remnant keeps all items they had in the character’s past life, and these items of equipment can never be removed, upgraded, nor exchanged out, as they become a part of the Remnant itself. This means that, you would want to carefully pick which items to equip before making the choice to be ‘reborn’ as a 1st level character. Also, all weapon skills become fixed and permanent, so make sure that you have these all set, because you cannot change a Remnant’s skills once converted from a playable character into a Remnant of their former lives. Additionally, a Remnant cannot respec their attribute points once created, so set these exactly as you want them, before making the Remnant.

So what does this do for a player of this (potentially great) game?

Although I would have character able to restart by making a remnant of their character once you got you character to 60 level (that being the only requirement), I would want the player to be unable to make use of their Remnant until they had gotten some levels for the current life, and to keep a role play aspect central to this theme, the more powerful the Remnant, the sooner that a player could resume using it.

Let us say, no Remnant can be used, no matter how powerful, until the current character reaches level 20, and all Remnants of a character are unlocked by level 60 or so, no matter how weak.

Remnants power would have nothing to do with the strength attribute, but maxed out skills/weapons they possessed in life. The weakest Remnants would be those that had just rushed to 60th level, without taking the time to max out any weapons or skills, while more powerful Remnants would have multiple weapons maxed out, and the most powerful Remnants would have all weapons and trade skills maxed.

So what would a Remnant be, and how would a player use it, and why would this be an advantage over not having a Remnant?

Functionally, a Remnant would be like an extra pair of weapons, in that, a character could currently switch out between the two weapons they had equipped, but if the character had one or more Remnants of former lives, these Remnants of past lives still have all the equipment on that they had at the time the were created. So, with a single click, any player could swap out their currently equipped items (ALL of them, not just their weapons), and play using the Remnant items. Multiple Remnants would probably have to be setup using the mouse wheel to rapidly select between them. Items equipped on a Remnant take up no weight and are not subject to damage if the character is slain. For purposes of picking up loot bags and opening chests, the equipment of which ever Remnant or the current character grabbed them/spawned them would determine their roll, so if you kill something while your “Luck gear wearing Remnant” was selected, the Remnants gear would affect the bag drop.

I personally would love to have a Remnant that possessed maxed out sword & shield, and Lifestaff for my two weapons, but think about all the variations and personal choices even here.

Would you take such a weapons combo, and go all Focus? Your healing would be epic, but your sword damage would be pitiful.

Would you take such a weapons combo, and go all Strength? Your healing would be weak, but your damage would be great.

Would you take such a weapons combo, and go all Constitution? Both your damage and healing would be weak, but you character could be a rock.

The possibilities are endless, and allow for more than just generic cookie cuter characters, and replayability would go through the roof.

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So, any thoughts on and endgame with infinite progression as described?

Folks have been trying to talk about improvements to the way we try to use “sets” in this game for awhile, and perhaps if folks posted links to previous threads, we could see some things that my ideas for infinite progression drew inspiration from.

Armor sets

Other ideas

Storage options

Remote access

Battlepasses solve this want for continued progression. They are planned. :+1:

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What are those?

Where you get a bunch of new levels, except each level you get a reward, usually cosmetic. So instead of 10 or 20 dollars in the store for a skin, you might get 10 or 20 dollars for a new set of levels, where 5 of them are the 5 pieces of a skin in the store, 5 of them are a weapon skins set, 5 more are maybe some crafting mats & marks of fortune for other items in the store, unique emotes etc.

The way Call of Duty does it, everyone gets 100 levels, anything game-changing is a “free” level & anyone who reaches that level gets the item for free (usually guns, sometimes cod points) whereas people who buy the battlepass might unlock the gun earlier because it is a modified version with different attachments already on it or, for example, where people playing on the free tier of the pass get like 3 or 4 hundred cod points in 100 point incremements, paid players tend to get a full 1300 points (the equivalent of the cost of the pass, so their next pass is paid for upon completing the current one, or, to be used on cosmetics, where then you buy the next pass).

Many of the levels are filled with calling cards/emblems (think like player titles, sort of, that show in the killcam or when people view you in the intermissions between matches), skins for guns, the aforementioned cod points & new weapons added to the game, as well as blueprints, which are the aforementioned weapons with attachments & a unique skin already applied. You can edit those once you have them, but they are often the coolest guns in the game. You would edit them say if it’s an assault rifle with a scope on it that you prefer iron sights or red dot on, you would take it off or change it, or change it from drum mags to normal magazines to move faster & so on.

Aside from the leveling contnet, they add new challenges like x amount of headshots, kill x amount of foes while using X weapon or Y operator/character, call in x amount of UAV spy plane or other killstreaks - things like that which help you gain more xp, to get through the battlepass. Paid players tend to get 10% Battlepass XP boost while free players do not, though free tiers are often loaded with some xp tokens too - 30 minutes or an hour of different forms of xp, be it weapon, battlepass, or player xp.

I do not know how AGS is going to do it, just that it has been in their plans for some time now in public posts about it in the past. I doubt that they can do 100 level battlepasses.

Currently, I have only bought some emotes & a round of dyes. I would buy passes with the content I have passed on so far, though. I prefer the added leveling experience over just buying a skin & the experience being over.

Not a substitute for DLC or anything. For example, CoD replaced paid DLC map packs/season passes with battle passes a few years back. Maybe, aside from larger expansions, dlc’s will come for free in NW around the same time as battlepasses do? All speculation, except they are indeed working on battle passes.

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I see. Well, I’m glad to have read that information.

That being said, that has no interest for me, what with being limited to paid content, and cosmetic only.

My ideas are to give players of NW the ability to make their characters more powerful over time, and far more unique and individualized, rather than the current system of everyone’s character is a malleable lump of cookie dough, everyone the same, with no individuality at all, that can be completely remade for some gold or Azoth costs.

In respect to the ideas I posted, did you have any feedback? I’m mainly looking for things like:

“I would love this system, and here is what I would do with it…”

or

“I would keep some of these ideas, and add in some other things that you have overlooked, such as…”

Or that kind of thing, as I’m trying to get a feel for what folks like about the ideas posted here.

Competitive ranked PVP arenas, if done right, will keep people wanting to play for years and years and years.

I’m a total non-pvp guy myself, but that being said, can I get your thoughts on my ideas for being able to have one or more Remnants, either in general or from a pvp point of view @WeGbored

Not ever having played pvp content, I have no idea whether or not the Remnant concept would ruing pvp, have no real effect, or make it great.

they need more focus on horizontal progression and less on vertical

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What do you mean, @Cfrk ?
More filling out the trade skills, or something else. Are you saying that you wouldn’t make a Remnant of your own character? Have I done enough to make folks understand what I’m talking about?

Another thread that has a separate focus, but is part of the idea of infinite progression can be found Here.

It deals with my thoughts on buying levels, why that is bad, and a simple way to preventing that, and all the evils that we have seen imposed in the current New World.

There are many games with some form of “+1” playthrough schemes that allow repeating content without losing all gear and progress, and they can be quite popular (I’m fond of them myself). However, for such schemes to be relevant, it is necessary that the content in question itself be popular enough to be worth repeating.

In the case of New World, that doesn’t appear to be true for the vast majority (about 4/5) of players who have not yet reached Level 60 the first time.

I know that’s a separate subject, and I don’t mean to try to derail this topic, but I do think it is important that any suggestion for infinite progression consider its potential dependence on content that players may not want to do at all, let alone repeat.

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This is one thing that eso does very very very well.

Still plugging away at getting folks to embrace my concept for infinite progression in a version of NW.

This thread was of interest to me, and I’ll create some threads this week and link them to this one.

I think they thought they did that with territory standing… It’s just that at a certain point, nobody cares.

Huh? Sorry, I’m doing many things right now, and am lost trying to put your post in proper context? Help. :slight_smile:

Oh. An “infinite” progression system. Each zone has a territory standing cap of 300. So to max out every zone would take FOREVER. I think they thought it was a clever way to keep “experience” going from quests and kills and crafting at 60. It’s just not realistic for people to care to do it.

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I see now, and thanks for the clarification. I to would not want to waste my time with having to endlessly grind out TS in every region, lol.

In this thread, I’m trying to get folks to realize what I mean when I say “Remnant”, and would ask you a favor, and tell me what that is from reading this thread? I am not really good at describing things clearly, so what is in my mind’s eye, may just possibly not have made it into this tread, due to my poor descriptive capabilities.

For instance, I see many folks wanting to have more sets of items, and have them easily able to be changed out without too much fuss. Things like a “Luck gear set”, or a “Harvester gear set”, and while my Original Post in this thread was to supposedly make people see the possibilities I envisioned, I’m thinking I just may not have succeeded in getting the idea across.

Please, if you could, read the OP, and then tell me what my poor posting skills were able to convey of my idea to have the ability to progress in this game in some meaningful way?

If not, that is ok, I’ll just keep plugging away on this concept.

Thanks!