This week, the Anthem subreddit mused on the idea
of weapon progression and weapon systems, and whether or not players would prefer an MMO style where they acquire replace «old» weapons with «new» ones or an RPG style where they upgrade existing weapons to fit different situations.
Not exact matches
Interesting backstory and characters, fun (upgradable) weaponry, beautiful and nostalgic environments, and measured level
progression all make this one shine; but the best thing may be the lack
of weapon or plasmid spamming (overuse by everyone).
* wanted to add my thoughts on the
progression which looks to be entirely cosmetic based... which would be nice but the game turned into just doing a bunch
of boring repeatable fetch quests for hours to paint your
weapon blue or put on a coat.
There's precious little sign
of excitement, imagination or
progression, the
weapons are weedy and the storytelling poor.
Warhorse Studios» RPG amazes for its high realism in recreating every aspect
of the Middle Ages: environments, uses,
weapons and even fights and character
progression.
Think Call
of Duty: Modern Warfare - style player
progression, unlocking new
weapons and abilities as you level up.
The encroaching ring
of toxic gas moves quickly while the new
weapon progression system keeps players engaged with frequent, increasingly lucrative airdrops.
The story is much the same as in past games: you're stuck in a zombie - infested city, under threat by
weapons of mass destruction that will hit in a set number
of days (though, that's really handled by chapter
progression now and not an actual countdown).
Although players were able to select their
weapons and turrets for each level, there was no sense
of progression since everything was immediately available.
While SyFy axed the television show back in 2015, the MMO lives on, continuing to succeed on the strength
of its combat mechanics, satisfying character
progression, and the its absolutely massive armory
of weapons and gear.
With the new
weapon progression mechanics, players only have access to loot six level - one
weapons at the start
of the match and must strategically decide which airdrops to pursue if they want better level
weapons and gear.
Once you've found your favourite
weapon loadout, the ability to keep them with you and upgrade them (at a hefty cost) at blacksmiths will bring their level in line with that
of your character
progression — a welcome option to those struggling to adapt.
Along with unlocking new key
weapons, Robin's character
progression comes in the form
of tweaks that can be crafted using four core ingredients which are found hidden in chests across the world.
Fixed an issue in «The Womb
of the Mountain» where completing a
weapon tutorial during the corruptor fight and reloading would block further
progression for some users.
The mod changes the damage values
of the game's
weapons to be more «accurate», makes the defense values
of in - game armor more realistic, adds slower character
progression in term's
of the stats system, makes your hunger & thirst meters go down more rapidly and makes the shopkeepers in the game more shrewd about the prices they give for items that are bought or sold.
When combined the two form this near - flawless method
of player
progression and reward, constantly motivating gamers to keep playing with better
weapons and more powerful skills.
Combat isn't the most challenging so it never feels like you actually need to upgrade your limited
weapon selection, which is a shame given that going back to explore locations is based around getting Salvage and parts, but once again it lends a nice sensation
of progression to the game, and the visual changes that come from building better versions
of your gear and upgrading are nice to behold.
During your game time you'll unlock extra perks and
weapons for these bad - boys, and while it's not a deep system with plenty
of options it does give the whole thing a sense
of progression.
The
progression system is entirely linear, so you'll be unlocking new
weapons, abilities and ability modifiers based on leveling up, and the range
of new cosmetic items is quite limited.
Battlefield's
progression system remains a point
of contention for me, as unlike many other games it's sticking rigidly to a linear levelling up mechanic rather than allowing players to unlock which
weapons and gear they want.
Boasting the deepest, most rewarding multiplayer ever offered in Call
of Duty, along with a mind blowing Call
of Duty Zombies experience that, for the first time, features its own XP
progression system, fans will experience a game that has been built from the ground up to be fast, action - packed and offer enough
weapons to outfit and entire army.
It borrows Call
of Duty's template
of unlockable
weapons and profile
progression (play to earn more guns, attachments and perk - like Nanosuit modules) but retains its own identity by giving every player a super-suit in most modes.
In addition to the Skill Tree, «Watch Dogs» also has a
Progression Rewards wheel that unlocks various
weapons, vehicles and achievements, depending on the amount
of mini-games or side missions completed.
Travis»
progression is enhanced via a series
of sub-missions as well as the ability to hone his skills and upgrade his
weapon within the lab.
The reverberations
of this design decision are everywhere: the tech tree, the
weapon balance, the geography, the story
progression, the loot, even the interface.
The Pirate Queen's Quest will have players playing as Risky Boots instead
of Shantae, complete with new
progression,
weapons and gadgets.
This kind
of thing is so common in character
progression as to be mundane (do I spend my talent points upgrading
weapons or stealth abilities?)
Giving the player more
weapons or abilities is a standard form
of progression seen in any video game.
Mechanically, that's most felt in the game's streamlined
progression system, which trades out the crafting, upgrade trees, and a traditional XP system for a «challenge» based structure that rewards you with perk points whenever you complete certain tasks, like completing the aforementioned «stashes,» racking up kills with a specific type
of weapon, traveling a couple
of kilometers in the wingsuit, or completing stages in the game's «Far Cry Arcade» mode (which offers both traditional multiplayer and a level creator that functions as a sort
of Mario Maker for Far Cry levels.)
Call
Of Duty: Black Ops III introduced distinct «specialists» into play last year, for example, though your progression and playtime was still fuelled by the allure of a better K / D spread and new weapon attachment
Of Duty: Black Ops III introduced distinct «specialists» into play last year, for example, though your
progression and playtime was still fuelled by the allure
of a better K / D spread and new weapon attachment
of a better K / D spread and new
weapon attachments.
The game uses skill - based
progression, and is focused on allowing players to define their approach through the use
of various tools,
weapons, and abilities.
The rest
of the game's
weapons are not directly tied to
progression, allowing players to pick and choose how they attack their enemies offensively, injecting a nice dose
of combat variety into the proceedings.
It forms a major tactical component
of skirmishes as your choice
of upgrades can strongly affect the
progression of events: you might want to invest in the range
of your primary
weapon, the ability to heal your teammates, or an attack that steals health off opponents, depending upon your current predicament.
PvZ: Early in the
progression, players will be unlocking all
of their core abilities, but as they level up further, players will earn
weapon attachments and new outfits that allow them to augment their primary abilities with different variations like ice, fire, toxic, electric, dark energy and numerous other crazy powers.
The loadout system for Warhammer 40k: Eternal Crusade will consist
of the character
progression tree, post-battle rewards,
weapons, modifications, accessories, and consumables.
Progression in the open world is constant between officers and any
weapons that you've lovingly upgraded can be carried over to give the new officer more
of a fighting chance.
The formula was simple, take the fun and challenge
of Hang - On, add more bikes, a
progressions system, cut scenes and
weapons.
Character
progression comes in the form
of new
weapons, new discrete powers, passive perks, and
weapon augments.
Wood
weapons are also crucial in giving the player a sense
of progression.
Now the anger, pain, blood, sweat and most definitely tears that progressing in these games cost might seem somewhat masochistic to players not familiar with the series, but those in the know, know that the feeling
of progression isn't just achieved with some camo stuck on a
weapon or having some fancy names in something called a «football team».
Yes, Call
of Duty: Modern Warfare Remastered will have a full, standalone multiplayer
progression system, with the ability to unlock
weapons, perks,
weapon attachments, and reach Master Prestige.
Halo Infinity Multiplayer features a vastly expanded suite
of multiplayer modes,
weapons, vehicles, armor abilities, a new loadout system and Spartan - IV player
progression system.
Speaking
of progression, in Black Ops III you can play around with a Black Market which is a way to get Supply Drops which can be anything from common to rare items, usually in the form
of decals, calling cards or
weapon cameos.
Activision today released a new video for Call
of Duty: Modern Warfare 3 focusing on the
weapons side
of the game and why the
progression side with leveling up within the
weapon section
of the game... Read more
May 8th is bringing a lot
of other changes too: Seasonal Crucible Rankings, Private Matches, Vault Space Increase, multi-emote, Exotic
weapon masterworks, Seasonal Vendor
Progression, Exotic
Weapon Sandbox Changes, Heroic Strike Modifiers, and Nightfall Challenge Cards!
That work includes improving the feel
of combat as well as which inputs take priority to make combat feel less clunky, making different
weapon identities feel more distinct, and striking a balance between action - based mechanics to keep skill in combat vital and RPG mechanics to make
progression feel rewarding.
In Battlefront II, all
progression is tied to the crates, which contain Star Cards
of various quality,
weapons, emotes and more.
In addition, the update has added additional
weapon loadouts in Infected and has increased the amount
of Squad Points gained during the first five levels
of progression.
Progression is shared between the two with every kill earning experience and an endless cycle
of in - game challenges rewarding you with boxes that contain things like new playable characters for Escalation,
weapon unlocks and upgrades, single use in - game buffs called T.E.C.H. and more.
There's an impressively layered RPG
progression system too which includes unlocking characters, unlocking their
weapons to purchase, unlocking each character's skill trees for additional abilities, and learning skills to access all areas
of the maps and it all happens in a well - paced way as the challenge
of the game ramps up in difficulty.