Hi, all!
This is my taky on introducing amechanics - hopefuly easy to implement mechanics - for reducing power gab between players in a fair way.
Motivation:
- New Players are discourage by the amount of grind it takes to be as good as other players
- Its not fun runing through dungeon at slower pace, than some completionist that as far ahead AND clearing all the mobs by himself
- Its hard to play together with new players, R1 is too hard for them, Hard is too easy for veteran players
Power gab reduction rules:
- If Player A is stronger than Player B before the reduction, it should stay that way after the reduction for every combinations of player
- If Veteran Player A took X hours of farming pastlives and gear, then after the reduction, it should take new players the same time to match player's A new power level.
- The time it takes to become uber completionist/reaper xpert/cover in raid gear/R10 solo player should stay the same -> so the reduction doesn't devaluate uber players' effort
CAN these rules be satisfied at the same time? YES!
The Problem:
Power progression is a linear or rather progressive function. This means that on average you are getting the same or rather greater increase in power level by every hour you play.
Pastlives - linear bonuses. You play 1 pally life = 10 heal amp, second another 10 heal amp. But the time dependency is progressive since it takes you less and less time to farm these PLs
Completionists - totaly progressive. You are not getting it until you invest a lot into this game
OP gear - totaly progressive. Most OP gear have set bonuses, which means the true power unlocks when all the pieces are farmed.
Reaper gear - totaly progressive. 10 reaper shards? nothing. 50 reaper shards? nothing 75 reaper shards? Boom - here is +2 reaper bonus to all stats
sentient jewels - degresive. You need to feed more and more for the next filigree slot. Thats what we want!
and so on ...
The Solution:
Make all these stuff degresive. That means that you will get the biggest increase/ the biggest bonus the first time you achieve something. Repeatedly achieving the same or similar thing will yield diminishing returns. How this can work?:
- Past lifes - 1st Pally PL = 15 heal amp, 2nd PL = 10 heal amp, 3rd = 5 heal amp. As you can see it will give bigger bonuses to new players, but uber completionist will have the same bonuses. Also it will take the same time to become Uber completionist.
- Gear - This is a tough one. Maybe give slightly more raid runes to occasional players? When you play a raid 2 times a week, you will get exactrly the same number of runes as now. If it is more then a week since your last raid run, maybe give 30% more? If this is your first time raiding, maybe 200% more runes? Exact numbers have to be calculated to be fair to everyone, but you get my point - casual players will have more chance getting raid gear, but will still have less runes than some raid maniacs.
- Reaper crafting - maybe lower the cost of reaper crafting BUT make reaper items exclusive to equip? And if you want another reaper item you need to upgrade both items with some additional reaper shards, so they can be simultainiously equiped? If you want 3 items - upgrade all 3. So by apllying reaper bonus to an item for lets say 30 reaper shards, the item will have set bonus of: this shall be your only reaper item, you can then upgrade this item to set bonus - You can have 2 items now? Exact numbers have to be again calculated, so it will not increase the overall cost compared to uber players with 12 pieces of reaper gear.
- and so on with other game mechanics
Thanks for reading and sorry for my bad english.
Most importantly: Have fun playing