i begin to think that the horizontal progression can be a good idea actually. the vertical progression is nice and all, but it suffer a big trouble, the fact that older content are simply destroyed by this.
i begin to think that the horizontal progression can be a good idea actually. the vertical progression is nice and all, but it suffer a big trouble, the fact that older content are simply destroyed by this.
Great now tell us what this horizontal progression is. It just seems to be a buzz word people like to spew these days.
Simple.
Same ilvl, different stats. Can even be cosmetic things like different animations, looks, etc.
A good example already in the game are the EX primal accessories in 2.1. i90 just like the myth accessories and coil accessories, but had different secondaries.
Ramuh is horizontal progression, i100 weapon, i100 ring, different stats. So is the ST i100 gear. Except barely anyone cares about that gear so I'm not sure this would actually work anyway.
Anyways, Ramuh and ST would be horizontal progression if there was no i110.
It basically preserves content for longer as all the gear is "relevant" for longer than vertical which is just increasing stats on gear.
Last edited by Vaer; 07-25-2014 at 12:29 AM.
As taken from this article at http://massively.joystiq.com/2014/02...l-progression/
"Horizontal progression
Horizontal game mechanics make players think outside of the confines of linear progression as the games that employ them offer elements that actively cater to individualistic strategy building. Rather than equipping characters to face the latest content the MMO world can throw at them, horizontal mechanics point towards the development of a wide range of character attributes that will weather any challenges that lie ahead. Each ability isn't inherently better than another, but well-researched combinations might create a much more powerful effect. The key here is to expand the pool of items, abilities, and systems that are useful and interesting during the endgame."
Horizontal mechanics, normally equated with sandbox MMOs, faced a decline when WoW's phenomenal success caused an explosion of clones to wash across the genre. The vertical progression mechanics offered by Blizzard presented players with a popular lower barrier to entry and the company's competitors adopted a formulaic approach to themepark MMO creation. However, vertical progression can also create an all-too linear experience that makes progress feel compulsory and one-dimensional. The choices presented to players don't ultimately matter, and characters will be equipped with whichever items best boost their key stats."
Its a more skill/talent tree/dual spec system of character development that offers more freedom of choice on how a player wishes to build his or her character. Along side a system of gear having different stat set ups within its level bracket, its about giving the player coices on how they wish to build, not the devs telling the players what they must have.
Last edited by Aylis; 07-25-2014 at 12:36 AM.
How will this fit in with FF14?As taken from this article at http://massively.joystiq.com/2014/02...l-progression/
Horizontal progression
Horizontal game mechanics make players think outside of the confines of linear progression as the games that employ them offer elements that actively cater to individualistic strategy building. Rather than equipping characters to face the latest content the MMO world can throw at them, horizontal mechanics point towards the development of a wide range of character attributes that will weather any challenges that lie ahead. Each ability isn't inherently better than another, but well-researched combinations might create a much more powerful effect. The key here is to expand the pool of items, abilities, and systems that are useful and interesting during the endgame.
Horizontal mechanics, normally equated with sandbox MMOs, faced a decline when WoW's phenomenal success caused an explosion of clones to wash across the genre. The vertical progression mechanics offered by Blizzard presented players with a popular lower barrier to entry and the company's competitors adopted a formulaic approach to themepark MMO creation. However, vertical progression can also create an all-too linear experience that makes progress feel compulsory and one-dimensional. The choices presented to players don't ultimately matter, and characters will be equipped with whichever items best boost their key stats.
Edit: this just sounds like ability bloat. An abiltly for every circumstance. The job system does this to an effect but does need tweaking.
Last edited by Saccharin; 07-25-2014 at 12:35 AM. Reason: Quoted poster edited.
1) Simply put, as the game is right now. it won't. The game was built around a linear progression model. It would need a third rebuild from the ground up at this point to properly implement it.
2) Its about giving the players choices on how they wish to advance and build. The job system does sorta /try/ this though severely limited and hindered. While yes the system does offer an ability for every circumstance, however I hope a player really enjoys spending endless amounts of money re-specing for each fight instead of how the system is intended for use. That being building for the character the player wishes to achieve. Another way of saying "there is no wrong way to play a character. Its in the build"
Last edited by Aylis; 07-25-2014 at 12:49 AM.
You may benefit from this reading, especially #8.
On topic, While I'd love to see horizontal progression, it would not fit with FFXIV ARR, not until extension (and with a huge work on the system by then).
Mainly because of the progression during levelling.
Horizontal progression requires more freedom in the character build than what we have. Either a skill tree or more characteristic points per level to create a build. The gear would need to become secondary too, not providing the major part of our stats. Instead it would provide some bonuses, skill increase, set bonuses... things like that.
Difficult to do in ARR
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