Quote Originally Posted by Snow_Princess View Post
I'm thinking of working on a gear progression model and just showing that to people, since it seems people are simply not understanding what the main point is from not liking change. Need some ideas though, you got any?
My thoughts on it are still rather up in the air. To be honest, when I start into a large design idea, it rarely tries to achieve just the one thing I originally intended—a bad habit. For instance, what I have so far, something of a "Prestige" system, not only includes categorical allocations to gate the "any given" repository of gear while allowing equitable (not just equal or shared) gating for any other repository, but it also adjusts how gear is rewarded and what all awards progress towards it (e.g. achievements, challenge modes, and with adjustments for various forms of scaling, and so forth to spice up what essentially amounts to tome-grinding, in order to make the increased hours of grinding possible feel less grindy).