If Embark doesn't do this, I hope Tencent does
This is a long post because it details exactly how to implement this idea. I have been debating whether or not to suggest it as I've currently lost interest after 300 hours and these devs don't really seem interested in my opinion. But it's here for you all to decide if it's a good idea.
TLDR
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Turn all cosmetics into gear with bonuses that are acquired through the existing quests as a project and leveled up through Expeditions, while at the same time, keep the current cosmetics in the Store functioning as a transmog cosmetic.
Transmog is a gaming mechanic that allows you to change the visual appearance of your armor or weapons to look like a different item while keeping the original stats. Essentially, cosmetics can still function the same, while adding abilities can give players a sense of progression continuously.
Intro
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This idea will:
- Make quests meaningful and rewarding
- Help buff skills to make a difference
- Encourage Expeditions
- Allow players to experiment with different builds, which will keep players engaged longer
- Make the grinding more satisfying
How it Will Work
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- Give outfits, backpacks, backpack attachments, backpack charms, raider tools and Scrappy outfits with low effect special abilities.
- All this Gear becomes acquired through quests, awarded as a "Gear Project".
- The Gear Project must be completed as a Project, similar to how we currently do Projects.
- All the gear can be leveled up to increase the bonus by repeating the quest and repeating the Project tasks on the next Expedition.
- All the gear in the Store can Transmog.
The idea is to start with abilities low as to not make players overpowered by their 3rd Expedition. With proper level progression, even a 10 Expedition raider won't be overpowering, but they will feel their time and effort is well spent, especially after many expeditions.
Gear Project Leveling and Limitations
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- A player can perform all 100 quests and get all the Gear Project Level 1's available. On the next Expedition, if they completed the previous Gear Project, when the raider does the same quest and is awarded the same Gear Project, the Gear Project received will be level 2 when completed. If the Project was still in progress and the same quest awards the Gear Project, then just queue up the next level to be available when the Project is completed.
- Required items to complete each Gear Project for each phase will increase with each level.
- Bonus to Skills (i.e. +1 to Calming Stroll) can be applied in several ways.
- Have diminishing returns at a specific level, like 5 or 10, if needed, implemented into the Skill itself.
- For gear providing extra slots, max out at 5 (hard cap), and beyond level 5 expand what can be placed in it or give it more abilities, i.e. chance to find more of the same item when looting containers or level up these more slowly by adding +1 slot every other level.
An example of the Gear Project formula
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Gear Project is acquired from a quest. Once acquired, raider is notified a new project is available and may start the project in the Projects section.
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Phase 1 - Gathering loot
- May involve more questing for a unique item (highly recommend) or acquire multiple materials related to the item
- Phase 2 - Construction
- Requires a Level 3 workbench associated with the gear's ability
- Gathering loot, looking for more advanced materials
- Phase 3 - Testing
- Perform a task (feat)
- Phase 4 - Completion
- Use coin/loot to fine tune and finalize
Project Example with a Backpack Charm
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- Bobblehead Charm Level 1: 5% chance to negate headshot bonus damage when hit by a raider or ARC (+2% per level)
- Phase 1 - Gathering Parts part 1 (base part needed)
- Retrieve a bobblehead from Riven Tides at the Tennis Courts (unique quest item, placed in the tennis court)
- Invest Springs (5 per level)
- Invest Wires (5 per level)
-Invest Batteries (5 per level)
- Phase 2 - Construction (building the tech)
- Require Level 3 Gunsmith Workbench
- Invest Broken Flashlight (1 per level)
- Invest Advanced Electrical Components (1 per level)
- Invest Sentinel Firing Core (1 per level)
- Phase 3 - Testing (performing a feat to test)
- Take 100 damage (+10 per level)
- Phase 4 - Finalizing (fine tuning)
- Invest ARC Resin (1 per level)
- Invest Heavy Shield (1 per level)
- Pay coins (50k per level)
- All material required and all gear benefits are based on a "per level" basis. In the above example, this is a Level 1 item, everything starts off low. As you Expedition, the next time the quest is performed, the raider is rewarded with a Level 2 Gear Project for this Bobblehead Charm and the amount of items needed are increased.
- The next level is only available if the previous level has been completed. Otherwise, progress for the project stays the same when an Expedition resets everything.
- All these gears require materials to construct. This is a good opportunity to introduce more loot items into the game, for example, most gear can be actual new items in the game, like a banana, a medal, a can, a canteen. Some already exist, like a harmonica, a lemon, a duck, gas mask, etc. Some of these can be unique quest items placed in unique places as the Phase 1 part of the Project. Put them in cool places, like even behind locked doors, special map conditions or hidden secret places. Players will enjoy the hunt.
Examples of Gear Benefits
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Here's a list of example gear with benefits:
Outfits
- Origin - No bonuses
- Cosmo - Take 5% less fall damage (+5% per level)
- Bog Walker - Cannot be pinged in bushes from 100 meters away or more (-10 meters per level), ARC instantly loses contact when in bushes
- Voyager - Cold is 25% more resistant (+5% per level)
- Surgeon - +5% health when using healing items on self or others (+5% per level, +1% after level 10)
- Leviathan - Make 20% less noise in water (+5% per level)
- Hi-Tech Hiker - Calming Stroll skill at +1 (+1 per every other level)
- Macrame - Effortless Roll skill at +1 (+1 per every other level)
- Wasp Hunter - Wasp detects the raider 10% less by sight and sound in distance (+5% per level), but vulnerable to launcher ammo.
- Sheath - Proximity and noise detection increased 5% in distance (+5% per level, but +1 second explosion ringing effect per level)
- Sforza - Shields provide +10% capacity (+%5 per level)
- Fireman (new outfit) - Flames extinguish 10% faster and do 10% less damage (+10% per level)
- Ninja (new outfit) - 10% less noise moving (+%5 per level, but Shields are 10% less effective, +5% per level)
- Juggernaut (new outfit) - Explosions do 5% less damage (+%5 per level, +1% after level 10)
Raider Tools
- Spyglass Staff - Includes binoculars (+10% zoom effect per level)
- Thruster Hammer - 10% faster on ziplines (+5% per level)
- Whaler - +5% damage on Large ARC with raider tool (+5% per level)
- Space Wrench - 5% faster when breaching servers (+5% per level)
- Gilded Pickaxe - +5% damage on Small ARC with raider tool (+5% per level)
- Icebreaker - 15% faster when breaching containers in the cold outside (+5% per level, +1% after level 10)
- Ritual Staff - Overhead swing causes +5% more damage with the raider tool (+2% per level)
Backpacks
- Cartographer - Map icons stay on map even when out of range. Map icons are detected at 100 meter distance. (+20 meters per level)
- Agriculturalist - Has 1 extra slot for food items (+1 per every other level)
- Courier - Has 1 Safe Pocket slot for Quest Items (+1 per every other level)
- Bruiser - Has 1 extra slot for items over 7 lbs. (+1 per every other level)
- Archeologist - Has 1 extra slot for broken ARC parts (+1 per every other level).
- Electrician - Items with gauge (cloak, snaphook, descender) deplete 5% less quickly (+5% per level, +1% after level 10)
- Athlete - Youthful Lungs skill at +1 (+1 per every other level)
- Craftsman - Items cost 1 less to craft in the field (-1 more item per level)
Backpack Attachments
- Gas Mask - Gas effects never bring your stamina below 20% (+5% per level better)
- Cans - Downed but Determined skill at +1 (+1 per every other level)
- Briefcase - 5% to find in-field craftable items in desks (+3% per level)
- Antenna Attachment - Interactions with electronics (antennas, computers, quest interactions) are 25% faster (+5% per level)
- Airtight Container - +1 slots for food items (+1 per every other level)
- Canteen - Carry the Momentum skill at +1 (+1 per every other level)
- Fuel Canister - Flame based attacks last 1 second longer (+1 second per level), but ARC detects the raider 10% closer (+5% per level)
- Gas Canister - Gas grenades and Smokebombs last 2 seconds longer (+2 seconds per level), but ARC detects the raider 10% closer (+5% per level)
- Hornet Driver (new attachment) - Hornets detects raider 10% less by sight and sound in distance (+5% per level), but vulnerable to launcher ammo.
Backpack Charms
- Harmonica - Playing an instrument gives the same effect as the photoelectric cloak for 10 seconds (30 second cooldown) (+2 seconds per level)
- Lemons - 10% chance to pick up +1 lemon (+5% per level)
- Lance's Mixtape - 5% better chance to find Lance's Mixtape (+5% per level)
- Hatchling - +10% chance to pick up +1 duck (+5% per level)
- Banana - Slide 5% farther and faster (+5% per level, +1% after level 10)
- Vintage Mic - Detects noise 5% further, but increases your proximity projection distance by 5% (+5% per level for both)
- Sundial - Extracts stay open an extra 10 seconds when you activate it (+10 seconds per level)
- Binoculars - Increase zoom distance with Binoculars and Scoped weapons by 10% (+5% per level)
- Shield (new charm) - Shield rechargers provide 10% more charge (+%5 per level)
- Sentinel Firing Core (new attachment) - Sentinels detect raider 10% less by sight and sound in distance (+5% per level), but vulnerable to launcher ammo.
Scrappy Outfits
- Janitor Hat - +5% extra basic materials produced (+3% per level)
- Rainy Day Hat - 5% chance for better loot when fed Apricots (+5% per level)
- Bucket Helmet - 5% chance for better loot when fed Lemons (+5% per level)
- Cowboy Hat - 5% chance to get an augment when fed for gear items (+3% per level)
- Nurse Hat - 5% chance to get an Epic Health item (+3% per level)
Set Bonuses/Disadvantages
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- I would also suggest Set Bonuses/Disadvantages when certain combinations of gear are worn. But only give a static, no level, bonus or disadvantage. For example:
- Wearing a Wasp Outfit, Hornet Driver Attachment and a Sentinel Charm as described from above, the raider can have the bonus, "instantly loses aggro'd ARC when hiding in bushes", with the disadvantage, "raider can be targeted by Seeker and Wolfpacks".
- Wearing Lemons Charm, Airtight Container and Agriculturalist backpack as described from above, the raider can have the bonus, "lush bloom baskets can produce 10% more items", with the disadvantage, "max weight limit lowered by 5".
- Gear that can automatically use items upon a trigger
-- auto shield recharges 20 points upon shield break
-- auto heal 25 health when health is below 50
-- auto deploy decoy raider flare when health is below 20
-- auto deploy lightning rod to cancel shock when electrified
-- auto deploy Crash Pad directly below when free fall animation is activated for 2 seconds
Real Use for Trials Cantina Legend
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I have no interest in the current trials to achieve Cantina Legend. Again, it's all cosmetics that don't affect gameplay. This mechanic is why I don't care for trials because there's no growth or progression. But that can change if you give something substantial for achieving Cantina Legend.
- For those that want a challenge, provide gear with only disadvantages. These gears can provide additional EXP and still be used for Transmogrification.
- All these disadvantage Gear Projects can be acquired by reaching Cantina Legend
- Examples of disadvantage gear, but with the benefit of earning extra EXP:
- Raider takes 10% more damage (2% per level)
- Raider 10% slower (2% per level)
- Raider makes sound 10% greater distance (3% per level)
- Raider reloads 20% slower (+5% per level)
- Gears that provide +5% EXP (+2% per level)
- I recommend reserving the best looking gear for this and only giving disadvantages. If players are good enough to earn Cantina Legend, they don't need the bonuses from being rewarded at this level, it will only make them overpowered.
More Examples of Bonuses to Incorporate
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- Specific loot types weigh half as much
- Bonus damage to individual ARCs
- Rocketeers, Queens, Leapers, Turbines, etc.
- Start at +5%
- +2% per level
- Night vision helmets
- Toggle on/off in place of flashlight, seeing green, no colors
- No flashlight available
- Effective at 30m (cannot see beyond that)
- Effective +10m per level
- Heat vision helmets
- Toggle on/off in place of flashlight, raiders and arc are colored like thermals
- No flashlight available)
- Effective at 30m (cannot see beyond that)
- Effective +10m per level
- Extra slots added in augments for specific purposes
- Dedicated slots for keys, food, technology, etc.
- 1 slot per level
- Small resist to damage to specific weapon types
- Versus light, medium, heavy ammo, fire, explosions, etc.
- 3% less damage, But movement is slowed 2%
- 2% less damage per level, movement slowed 1% per level
Transmogrification
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- All cosmetics already purchased by players can be treated as Transmog gear right away.
- All cosmetics in the store can be purchased as the Transmog version of the gear.
- Ermal would sell the Transmog Gear only for trade.
- This will be a strategy for PvP players to hide their build capabilities.
Incorporating It Now
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- I would only implement this AFTER an Expedition.
- Those who already have the gear can automatically receive the Transmog versions of the gear. So no change.
- The Store can continue to sell the "cosmetics". The Store gear is the Transmog version of the gear. So no change here either.
Updates
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- I understand it may be overwhelming for the team to have to create a new quest and project for every piece of new gear added into the Store. I haven't counted how many pieces of gear there are, but, I would say if there is less than 100, then each gear can be attached to any quest already. If necessary, attach 2 pieces of gear to a quest. Attaching 2 gear projects to a quest gives the developers double the capacity to add gear to the total quests available and not worry about having to create new quests.
- Developers can introduce new gear at any time or whenever the Store is refreshed with new cosmetics, new Gear Projects can kick off right away. If the quest is already completed by the raider for the new Gear assigned to it, then reward the player with the new Gear Project right away and let them start it.
In Progress Projects
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- If a player is in the middle of a project, then Expeditions, the project status is preserved.
- If the player runs into the same quest to level it up, but the previous project isn't completed yet, the Project can queue up the next level after the Project is completed. Potentially, a player can have a Project at level 1 with levels 2 and 3 queued up if they've already Expeditioned a 3rd time and haven't touched the project since. The onus is on the player to put the time and effort into making their gear better.
Exploiting
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- Gear Projects should not be a physical item that can be stored in the Stash or transferred into the backpack inventory like blueprints. This can be exploited if players decide to hoard or trade it amongst themselves to level up the gear.
- To prevent exploitation, do not make the Gear Project a physical item and simply just activate the Project once the quest is completed and awarded. This way, there's no chance a player accidentally sells the item. I like the idea when the quest is rewarded that the screen flashes with a "NEW PROJECT UNLOCKED" or "NEW PROJECT LEVEL UNLOCKED" on the screen.
- If you find gear becoming overpowered, just add disadvantages to the gear. There should always be an available counter to the bonus.
Matchmaking
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- There may possibly be a noticeable difference between someone who has no Expeditions versus someone who has 10 Expeditions. In this case, I would recommend including a gear based matchmaking method into the mix. Values can be assigned to gear and just pair up players with similar gear. But I would wait to see how things go first, there may not be a noticeable difference at all.
- In the cases where that isn't possible, just pair raiders up close as possible to gear levels. I would imagine this would be a rare circumstance where someone will be a 20 Expeditioned raider as most people may burn out sooner than that.
Balancing
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Some Gear Projects can be overpowering when they grow past level 5, i.e. skill and slot bonuses. Here's how to mitigate that:
- For Gear Projects awarding extra skill points and slots, have the next level available after every other expedition.
For example: +1 skill per level.
- Level 1 = +1 skill
- Level 2 = no change (or provide some alternative, secondary benefit, or have a 50% chance of entering a raid that the skill is the next level, in this case +2)
- Level 3 = +2 skill
- This same example works for extra slots as well.
- I'm not a big fan of "nerfing". I would try to avoid that if possible and I'd rather start low with items then buff it. For gear, another option against an item that is overpowered against other raiders, would be to create a "counter" item. An item designed to nullify the effect of another item.
Examples:
- An item with extra stealth (25% quieter), counter with another gear that detects sound (25% hear better).
- Gas doesn't lower stamina below 50, counter with another gear that makes gas is more effective by 50
- Outfit provides heat vision, counter with an outfit that hides heat vision up to a distance.
- This becomes a "binary" method of balancing, which I think is okay, but I have another idea below, this other method of balancing would be preferred by me.
- Counter gear can create a rock/paper/scissors balance if done right. You can create an anti-ARC build at the cost of being vulnerable to PvP builds. And you can create an anti-PvP build at the cost of being more vulnerable to ARC and Anti-ARC builds. Here's a visualization below:
----> Anti-Arc ----
/ \
/ \
PvP <----- Anti-PvP <------
Anti-ARC
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Advantage
- Advantage over ARC
- Less detectable by ARC
Disadvantage
- More detectable by PvP
- Not equipped to fight raiders (hullcracker, rascal, seekers, etc.)
PvP
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Advantage
- Some grenades are more effective
- Advantage over Anti-ARC Raiders
Disadvantage
- More detectable by Anti-PvP builds Raiders
- More detectable by ARC
Anti-PvP
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Advantage
- Less detectable by ARC, PvP and Anti-ARC
- Advantage over PvP Raiders
Disadvantage
- Can be harmed by Anti-ARC raiders
Conclusion
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- Incorporating this mechanic, in my opinion, would increase player engagement and provide an endgame to strive for.
- It will allow players to customize their builds to better suit their gameplay. Skills already seem underwhelming, even at level 75, so this would help make a more noticeable difference in gameplay for both the advantages an
- Finally, I think players should be rewarded for the time and effort they put in the game. I don't think it should be an even playing field for a 0 expedition player versus a 10th expedition player. The higher Expeditioned player SHOULD have the advantage. The lower expedition player will grow. Not all players are out to destroy one another.
Posted Jun 27, 2026, 10:33 AM UTC