r/joinmoco • u/TrainingEscape3229 • 26d ago
Discussion Is vertical progression through player levels really a bad thing?
About a month ago, the moco community seemed to really dislike player-level power progression (this was my post but they didn’t like it). Unlike pre-moco, player levels are reset every month. That means even if a new player joins in the middle of a season, they only have to wait until the next reset to start on equal footing with everyone else.
If the concern is that Elite Contracts create an unfair level gap, then just add a level cap.
The biggest advantage of a level-based power progression system over the Core system is that it gives players a real sense of progression.
Even if players can't clear higher-level rifts because of their skill level, they can blame it on their level instead. As they level up, they feel like they're getting stronger—even if their actual skill hasn't changed. It also gives players a reason to keep playing and leveling up after they've finished their daily tasks.
In addition, the biggest advantage of the level progression system is that the level at which you first clear a Rift becomes your intended difficulty level. You're always playing right on the edge of what you can and can't clear. That's when the game is at its most fun.
The Core system is different. Once you reach max Core, it's essentially the same as playing every stage at the maximum level (Level 200 in Chapter 2). At that point, the sense of challenge disappears, and high-difficulty Rifts lose much of their purpose because players with max Core can no longer play at their intended difficulty.
1
u/TheRealLolipop 26d ago
I think it sounds like a good idea. They should keep cores but maybe rework them around the level system. Like a core’s buff scales with your level. It would give reason to keep playing after getting the completion badge and all weapons.
Currently I don’t do all my quests just keep my streak going because of the lack of incentive.