Buckle up it’s going to be a bit long.
Nowadays when a new player joins, he immediately acquires endgame Valyan Ingots or gear from other players and the progression is forever lost.
Meaning that new players most likely will play around 1-3 days and will quit the game.
The system I want to suggest involves a few small changes that will lead to a big overhaul of the progression system in game while still keeping the initial charm of ATT.
Adds the concept of 3 tiers of progression, allowing players to use tools and gear only if they unlocked it, doing so prevents “skips” in progression and forces players to truly experience the game.
[Mystic Shrine] - A new shrine that is the device a player will use to unlock the progression tiers. Each tier can be unlocked with just one [Bravery Essence]
[Bravery Essence] - It is not a physical item, it will use the Heart flower mechanic, meaning that if you kill a mob ,you will acquire the essence with a certain drop rate (Like when shooting or hitting the Heart flowers). It doesn’t stack up(Like a stat). Players need to contribute/consume it in the [Mystic Shrine]
[Curse]- A system that prevents players from using tools and gear from higher tiers. When players hold it, it’s stats change to the same stats of a wooden stick and the whole thing turns into dark gray color. (Like the highlight of a charge but dark gray and not light blue)
[The Tiers]- 3 tiers , Iron,Silver,Mythril. In order to get the right essence a player must fight mobs in the appropriate depth inside the mines. Example: If you have unlocked Iron tier but you want to unlock the next tier you will have to fight on depths 20-50.
The essence doesn’t stack up, therefore you can only hold one. Only once you consume it at the shrine the tier is unlocked. There will be a symbol on the wrist if you have acquired an essence.
The essence will be given to the player if he corresponds to all conditions:
- Dealt damage to the mob
- Within a certain radius
- Does not hold an essence already
- Haven’t unlocked this tier’s essence yet (you can’t acquire essence from lower tiers in mines)
The new essence system encourages the players to delve into the depths together and fight what the mines have to offer.
The player is able to craft and desmelt any-tier’s ores but wouldn’t be able to use higher tier tools.(You can craft Silver tools but wouldn’t be able to use them if you haven’t unlocked the tier due to the Curse.)
Alloys work the same , if you haven’t unlocked one of the metals involved, the weapon will still have the Curse on it.
I wrote the entire idea out of love and passion for the game i’ve been playing for years now, I really like the charm of ATT but the changes that were brought upon the game destroyed the balance and made the progression non existing and just no fun.
I feel that nowadays you can join in a fresh start and get the end gear from a passerby in 15 min , doing so completely removes the growth and development that you feel while playing this game.
I want to believe that I chose systems that are easy to implement and don’t require much change in the existing code ,most importantly it adds near to 0 game-art related content.
I am mostly sick of people dropping the game after 1-4 days and throwing the entire effort and polish of the project to the trash bin because it is too easy or too fast to be in the endgame.
I’m up for improvements or additional suggestions and would like to hear the community’s opinion.
Also, I have tinkered with the description of the concepts since the start of this thread
(I do understand that if the idea is going to be implemented it may require a wipe of the players progression, but as you all know it is a pre-Alpha.)
Bad Concept Art
Mine & Essence Tiers: