Alternative mechanisms for expedition
I know. It is futile t post ideas but I love systems and whatifs so here it goes.
Instead of grinding 5 mil with skill points as carrot and consequently changing the whole gameflow, the premise rests in removing the level cap as an alternative way for player engagement.
Obvious good point would be that players would retain the freedom of choice of how they want to engage with the game instead there being an optimal perceived way to reach an arbitrary goal.
Also, no FOMO! Exp values are an easy dial to adjust so the effort required to raise above 75 is simple to control.
This brings us to 2 different paths:
- Optional wipe
Here players who do not wipe should find it a grueling task to hit above 75 but hey, if you want to no life without wipes it could remain a theoretical possibility.
Naturally hitting above 75 in a reasonable amount of time should be available to those who wipe. So considerable exp bonuses there.
Add per season achievements(cosmetics and whatnots) to those who max out their skill tree after a wipe in addition to whatever wiping gets you.
- Mandatory wipe
Here it would be even simpler. Players who play more are naturally rewarded for their efforts by reaching higher levels, thus creating a small but noticeable difference between casual and dedicated players.
Again, very easy to dial the effort needed from dev side.
In both scenarios both player and dev hands remain untied. Players can play as they choose and devs can revisit old systems(such as skills)without the potential for a huge backlash as nothing is not tied to specific playstyles.
Additional value after a wipe could be an investment into your next run(insert lore explanation here). Like for each million you'd get a random blueprint and stash items. Cool extra achievement for 5 million you can show off to other players.
Ok. Now my mind can rest.
Posted Dec 9, 2025, 9:54 AM UTC