My Solution to the Hole in RotMG's Progression


#1

I’m making this post as an invitation for a sorely-needed idea for the game. As of now, there are only three main areas of progression in the game: gaining levels, maxing stats, and exalting stats. I’m not counting the unlocking of classes since they’re more of an overall game progression system as opposed to something you’re supposed to try and complete in the span of a character’s lifetime. I’ll briefly break down these three progression systems, but you can skip ahead if you want.

Gaining Levels

The basic (and typically only) form of progression for most RPG’s. Kill enemies to gain XP in order to gain levels. Quest monsters and bosses generally give more XP, making dungeons a more efficient way to gain levels. Levels cap at 20, with XP instead converting into fame that can be used as currency on death. The area of leveling is pretty short, if somewhat tedious, so you’re probably not going to spend much time here unless you’re a new player.

Maxing Stats

Basically the largest and most substantial area of RotMG’s progression. After reaching level 20, obtain stat pots from midgame+ dungeon bosses and rarely from Gods in order to increase your stats further than you could have with levelling. Even after the planned changes to the system after the Realm Rework, I’m confident that this part of the system will still take quite a while to progress through.

Exaltations

Arguably the longest area of progression that only has some substance. After maxing every single stat on a character, completing endgame dungeons eventually unlocks permanent additions to stats to your character, along with other side benefits. Although the rewards are more tangible and lasting than maxing stats, they are also much more tedious to go through and are best treated as a small bonus to your existing characters rather than something to grind for.

The Problem

If you take a closer look at the progression system, at least on a character-by-character basis, it feels somewhat incomplete. You start off typical with leveling through XP, then you get something more unique with farming potions that increase specific stats rather than across the board. Afterwards, you’re thrown into a long, monotonous grind doing the hardest dungeons in the game for somewhat minuscule permanent stat boosts to classes. I did just say that you’re not really meant to grind for exalts, but then that brings me to the crux of the issue: after maxing your stats, what’s left to do? Yeah, meta-game progression in the form of permanent unlocks such as classes an exalts are fine, but classes are finite and exalts aren’t really fun to do in the long-term. Leveling hooks players in with much more rapid progression where you can clearly notice yourself becoming stronger in a short span of time. Maxing through stat pots extends this duration but at least makes it more engaging by having you aim for certain potions from certain dungeons. Exalting is maxing through stat pots, but without any change in the formula beyond the removal of a consumable item, which is in-fact worse considering that you could at least trade stat pots for others so you could focus on other stats first.

I know that I mentioned this in a previous post, but RotMG is missing something in its progression system. My previous post on the changes to maxing stats focused more on the impact of those potential changes, but here I want to focus more on the issue that it revealed. It’s always been there, and it may have been covered up by the padding that maxing stats has. We need to add something new to the current progression system. Additional content in the form of dungeons is fine and adds variety to how you can tackle leveling, maxing, and exalting, but they aren’t true solutions to this problem. It’s the same thing with additional classes; they aren’t bad and they make the progression of unlocking classes more interesting and varied, but they don’t add a substantial branch of progression to the game.

A Solution(?)

One of my own ideas going into this post was something resembling Crucible Trials. After maxing 8/8, you unlock a set of special trials that are not tied to the game’s events, but to your current character’s stats. The actual trials I have in mind are somewhat vague, but the main idea is to test the player’s capabilities to the extreme and reward them accordingly. These aren’t all necessarily good ideas, and you can criticize them all you want, but their focus is on pushing the player to their limit. After confirming your willingness to complete these trials, you are teleported to their specific dungeons alone. Failing any trial prompts you to either retry, which resets the dungeon, or leave to the Nexus.

The prerequisites for entering these trials are:

  • Have every single stat maxed
  • Have absolutely no items in your inventory, equipment slots, or quick-slots, meaning no consumables or gear going into the trials
  • Have no pet following you
Trial of the Marksman

This trial will test the player’s ability to aim. Regardless of your class, the weapon you use will always have a consistent range, a consistent rate of fire, and the property of piercing multiple targets. The trial consists of aiming your weapon at targets from afar under a time-limit, with occasional switch-ups. The first sets of targets will remain stationary, the second set will have a couple moving targets, the third will have targets lined up in certain positions for you to aim, and so forth. If you manage to hit all of the targets under the time limit, you are rewarded with a permanent buff to your character’s weapons’ rate of fire and projectile size. These buffs only apply to your character until death, and will not apply to said weapons if they are used on any other character. For proving your accuracy with your weapon, it is only right that your weapon is easier to aim with.

Trial of the Bullet Bracer

This trial will test the player’s ability to dodge. You are thrown into a lone room and several turrets lined along the walls will create several different bullet formations that you must endure. However, unlike something like Moonlight Village or The Shatters’ patience phase, this trial will test you on surviving many different types of bullet formations. Some will carry over from late to endgame dungeons such as an attack resembling Changellor Dammah’s knife wall or another attack The Bridge Sentinel’s giant sword swipes. Others may be unique, such as a somewhat tight gap between two streams of shots with occasional laser attacks firing across the gap to keep you from staying in one row the whole time. If you endure the long survival phase, you are rewarded with a permanent 35% damage reduction to all shots until death. This works differently from DEF since it doesn’t have diminishing returns on any single shot’s damage. For braving this bullet hell, it is only right that you gain more protection against it.

Trial of the Explorer

This trial will test the player’s exploration skills. You’re dropped into an empty dungeon, and your goal is to find the Realm Portal under a time limit. The layout will resemble one of several randomly chosen layouts from lategame dungeons, excluding layouts that are predetermined such as the Cave of a Thousand Treasures. Layouts such as the Cursed Library, Puppet Master’s Theatre, etc. are to be expected. Environmental threats, enemies, and even breakable walls will be removed, since the focus is on the player’s ability to explore and find the exit without any other distractions. If you manage to find the exit in time, you will now be able to teleport anywhere on your mini-map in an area without needing another player or a beacon. This feature is still unusable in dungeons where teleportation is disabled, such as the Nexus, most endgame dungeons, etc. For exploring the area down to a single tile, it is only right that you are able to instantly travel to those tiles at any time.

These are just some ideas I have, and they probably have a lot of problems, which is why I invite you guys to give as much feedback as possible, or give your own ideas. I see a lot of potential in having these ultra-specific trials after 8/8 that reward the player appropriately, but I can also see a lot of balancing issues, such as its impacts on a multiplayer environment, its loss after death, etc. Just give feedback or new ideas if you can. I find this a really huge issue in the game’s progression that needs to be solved lest it continue to stagnate and feel stale.


#2

i like the point of this post but your ideas have the problem of being a 5 minute thing that you will do 100s of times with no change (nests pretty much :P) except it only give this bonus to the one char.


#3

I wasn’t too specific with my details, but I actually don’t dislike the idea of the trials staying mostly the same. Some variability is good, like having random map layouts but with a consistent size for the Trial of the Explorer or shuffling between phases from the same pool for the Trial of the Bullet Bracer. However, I also think that having the content of the trial change completely every time you try to attempt it would be frustrating. They’re supposed to be consistent yet difficult challenges that you can get better at with each attempt. Some amount of memorization balanced with the difficulty should keep the trials somewhat interesting while still consistent enough to learn your way through.


#4

I really like those ideas and agree with your points. My criticism would be :

-First, leveling and maxing act as big progression axis, which represents about 30min for leveling and 10 to 20 hours for maxing. Your challenges may take a while for the inexperienced but once done and redone they become a 10 to 20 minutes bonus progression axis upon reaching the 8/8 threshold but then leads to the same problem of progression gap.

-About your ideas, which I know are not meant to be balanced but just illustration of your point, I think that firstly, the reward for the bullet-dodging one is wayy too good. 35% damage reduction, working on armor-piercing shots, meaning a 1000 damage bullet combo would only deal 650 damage, is crazy. No difficulty of challenge could justify such a strong reward. 5 to 10% would be more appropriate, considering this insane bonus doesn’t even need an equipment slot to be functional.

And for the exploration one, finding the portal isn’t hard without any threat. The real challenge in exploring is to find the path despite being shot at, and adding mini-monsters with attacks such as slows, paralyzes, silence and sick could make it way more challenging. As for the reward, a 10% speed bonus while shooting could seem to fit better into the game, from my perspective.

-Lastly, I have some contribution to your idea. I understand the idea of having the same gear regarding of your class, but I think of something better. Some kind of specialisation into your class. You’d get something like “Trial Gear” when you get in, with special stats which changes for every challenge.

As a Rogue, a rushing challenge, which requires precise and perfect use of the cloak to succeed. Your cloak gives a small time of invisibility and has a long cooldown. Your dagger has a very slow rate of fire (5%), but can pierce and stun ennemies for a short time. The reward would be something like bonus speed while cloaked or 0.5 to 1s more of invisibility.
As a Wizard, it would be a survival challenge with no defense while having to input a certain amount of dps to end the challenge. Your staff could shoot about 4 shots and have a great dps but with a small true range of about 5 tiles. If you want to end it quickly, you’d have to take more risk. Your spell could be a hard-to-aim few seconds armor break shot. The reward would be smtg like 10% DEX increase.
I could have ideas for every class if you ask, but just a last example, for Ninja, it could be a big square where you run from an invicible monster like Calamity Crab mixed up with Spooky Boy (Spectral sentry). You have a katana that deals no damage but whose shots heals you a bit of mana when they land, an armor that reduces your health to about 500 HP but gives you +15 SPD, and a star that has no mana cost for speed increase but has a 252 MP cost to throw and would make you Slowed for 1 second while dealing immense damage with a high travel speed. The goal here would be to destroy about eight to ten pylons who dies in a single star shot to make the boss vulnerable all while dodging his shots and running from him with the Speedy buff and using the star at the right time so that the Slow doesn’t get you in trouble. The reward here could be smtg like 10% increase speed while Speedy or increase in Star damage. You get the idea.

Every challenges would of course be done petless. Before starting the challenge, you also have the possibility to read through the gear you are going to get, and your challenge’s details. And I don’t think you should be able to do them freely. In order to give a try to any of the challenge, you’d have to use an item that’s like an inc. You drop it from most of the mid-game dungeons at very low rates and from endgames dungeons at low rates. Trying a challenge would have a 50% chance to consume the item, so that you have to be sure of yourself when you try.

Hope that you’ll like my contribution, have a great day!


#5

what i meant was the same thing the other comment talks about, it is just a 5 min thing tacked on after maxing, doesnt help with the problem you where talking about


#6

I know my idea isn’t the end all be all solution for the problem I found with the game, I just thought it was one of multiple cool ideas that could not only fix the game’s progression system, but make it even more fun.

I still want the exploration Trial to focus purely on navigating a randomly-generated layout, but having some hazards could make it less boring. At the very least, having a Trial with several different types of environmental hazards like traps and turrets without any way to fight back would put even more focus on the navigation part.

I barely considered classes as a factor because of how difficult it would be to think of. However, I do like the idea of class-specific trials that force the player to use the class’s specialties to its fullest extent. I was personally considering a Wizard trial focused entirely on the spell, where the goal is to utilize the spellbomb to hit a set of targets at once in a sort of difficult puzzle mini-game. Perfect spellbombs are one of the tools, but there could also be sets where you have to hit multiple targets using one spellbomb. It’d be one of the few times where having the spellbomb apply to tiles and not just anywhere on the map could actually be useful for “reading” the puzzle.


#7

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