Essay in regards to the issue of the late game grind and progression


Minishogun721  VIP 20 Dec 21 at 1:08pm Edited
#1
FULL RP Name(s):
A: HECU SILVERHAND CDT PVT Shogun, MPF UNION 08 0721

Discord Username:
A: Minishogun721#4983

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A: STEAM_0:0:23276217

Workshop Link: (If applicable)
A: N/A

What is your suggestion?
A: Read the below.

How would this benefit the server?
A: Makes the core progression more engaging and more fun to experience.

The late game progression of CVR is a critical issue, and is an existential threat to the server. There are 3 main issues: the incredibly long and tedious grind to progress, the lack of rewards, and the inability to re-experience CVR's progression as a whole.

To begin, I want to look at good progression and its origin. The first examples that comes to mind are Halo 3, and Call of Duty 4: Modern Warfare. Halo 3's armors could range from simple to obtain, to incredibly difficult tasks that were a status statement. The armor customization didn't affect gameplay. Meanwhile, Call of Duty 4 made the progression a part of the gameplay. Weapon attachments could provide a benefit, and there were plenty of perks and guns and attachments to mix and match and play with. Call of Duty 4 also coined the term of a "prestige system." It allowed players to go through it all again, and gain status for doing so. These 2 games were the first ones, but as time went on there were even more iterations of good progression systems. Halo Reach is legendary for its incredibly detailed armor customization. Call of Duty to this day has an addictive and fun system that only grew in complexity and enjoyment as time went on. Now, you might ask why I talked about this. It is because that I believe CVR not only can, but must follow the examples of good progression systems. They don't have to be from Call of Duty or Halo, but these are the 2 origins of good progression systems. Now, bad progression systems usually have the same problem of a tedious grind. Battlefield: 2042 and Halo: Infinite are modern, telltale examples. CVR's progression system sadly follows in their footsteps. 

Levels 1-80 are fast paced and fun. You get good guns, learn the ins and outs, gain resources, and have the vast majority of weapons to play with and experiment with. Levels 80 and onward are long, tedious, boring grinds. There's no celebration when you get a new level, it's a pained cramp before you ready up to get back on the grind. To take an example from the first paragraph; levels 1-80 are Halo 3. Levels 81-130 are Halo Infinite. 

Even for the very few that have reached the high levels, there is little reward. The guns provided are the same as before: assault rifles, SMGs, pistols. As of level 106, the only true standouts are the AS Val and MP443 Grach. Both CVR's development team and community are talented and creative. I'm sure we could have many ideas on good rewards. They could be cosmetic, or even gameplay-affecting. Maybe toss a new LMG into the rotation, make it a little underpowered compared to the class LMGs but still make it useful in its own right. Perhaps new melee weapons like knives or crowbars? I know it's an extreme example but the Crucible is a good example, albeit only one player has it. I'm not saying that the Crucible should be available to others, what I am saying is that it's a good template and precedent for potential future customization. I'm sure there are plenty of ideas, ones that come to mind and ones that don't. 

The last point is that there is new way to truly re-experience the progression. In its current state, every level is permanent. You can't go back. While it's cliche, a prestige system would work wonders. Maybe a unique weapon, and a class-exclusive weapon for getting to level 130 and resetting yourself. While I'm not saying that there should be a free M82 for reaching level 130, but maybe an MG3 or Welrod or AK Alpha along with a single weapon you want to keep from your previous run. Even if all issues from the prior paragraphs were addressed, the progression system doesn't have any truly enticing rewards for completing it. 

To conclude, CVR's current progression system has a bad endgame, bad rewards in the endgame, and no way to re-experience the progression system. While on the surface the community looks, for lack of a better term, retarded, we contain an incredible amount of clever and talented players and developers. While I don't know the entire dev team, I thoroughly applaud their successful efforts in sustaining an experience that I cannot find anywhere else. Please, capitalize on that. Use your creativity. Suggest ideas on the forums or even below here. And please, address the progression system.
Bel1ve.  VIP 20 Dec 21 at 1:10pm Edited
#2
you are too late sentinel already addressed the issue, made a whole ass essay I ain't reading that is of no use :rip:
AbsentPulse  VIP 20 Dec 21 at 1:49pm
#3
I read it. I really enjoyed it and I can tell that you put some time into it. All of these ideas are really good. And all account for balancing. Overall I would say that this could be the fix that we need

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Chad The Impaler  VIP 20 Dec 21 at 4:23pm
#4
damn you know the level up system is bad when someone puts together a well constructed essay regarding it.
Anti yes  Member 20 Dec 21 at 5:58pm
#5
I'm pretty sure the main reason for not implementing better weapons for high levels is to not further increase the divide between new and old players. Maybe once you reach a certain level/prestige you unlock a clientside camo for your weapons?
Sevin  Member 21 Dec 21 at 10:31am
#6
We tried weapon camos before. They didn't look good.
Vodkan.  Member 23 Dec 21 at 8:30pm
#8
the golden one was worse than anything what drugs are you on ape
Hong Kong  Senior Infrastructure Moderator VIP 8 Jan 22 at 1:44pm
#10
Levels have already been addressed.

Locked/Moved.

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