meus wrote:The underlying system of almost every competition in HnH is quality. It'd be either stats, skills, or materials. As long as everything is being calculated and variable – i.e. FEPs/ damage/ foraging chance/ amount of milk/ sailing speed/ mining power/ change to gild/ etc. - based on quality & stats, the same gameplay will be inevitably reproduced.
Removing these from the game would make HnH way too generic and simple, and the same reasoning is behind pretty much any non-skill-based game (read: almost all current MMOs), and would further increase the sense of lack of meaningful progression during end-game.
To replace the stats-skills-quality system, we'd need a skill-based UI and gameplay, where the player behind the screen is the one that develops and improves, instead of their in-game "self".
Removing player progression is like removing a middle man of game progression.
Current player progression is just a barrier to the current gameplay and only really stops you from rolling animals instantly.
Then later its only really used for pvp.
My suggestion is to force the player progression into being community progression only; it's not to rid ourselves of the grind of the current gameplay.
Quality grinding is fun, to an extent; and normally rewarding when you're ahead of others because you found the ace in the hole clay spot or water spot.
Now a days it's not so much like that and more who can force feed their alt to insane stats then go around pub stomping noobs.
Ideally if a player is beat then their gear being their current progress level is then passed onto the victor; an award for going after people who are ahead.
With the current system; killing a fully stated player just means no reward and just the satisfaction that you killed someone.
Of course this would mean other systems would need to be put into place to remove current game breaking mechanics; IE logging off with gear to keep it safe.
This would be ideally better if gear and inventory was locked to a sleeping bag of where your hearthling logs off.
also again to restate: I'm not trying to ask for removal of quality grind. the opposite in fact. With no player progression Quality will matter most in all things; gear, food, objects, crafting, ect. Inorder to progress in a community progression world that is the big thing.
You could then take the community progression and pass it along without it being attached to a player, any player can benefit.
I'm not sure why you mention skill base progression as that's not relevant to HnH, we had action combat tested one time. it was a laggy junk fest and had to be removed. But that in a skill base progression, that's the most MMORPG thing you could get and the reverse of what HnH is trying to achieve.
I do see peoples input; the problem with combat alts just needing to be outfitted and set out to war non-stop. It's a good point but I feel if Alts are used more often, and gear sets are lost that would burn out the other groups resources pretty quickly.
In player progression people lose their fighters alts, gear rarly matters.
In community progression alts don't matter, but gear sets do.
But as I stated in my main post I think a late game progression mainly focused on advance players to offset a progression that effects pvp should be added; like battle scares, discovery's, creedos and more. that way progression is semi still in the game and losing an alt would still suck but not setback your community progression only pvp power.