One is your build… the other is how you acquisition items.
Your build should be limited to enforce a focus, variety of builds hence and replay-value.
The way you get that stuff on the other hand is to be left open as much as possible, that falls under ‘player agency’. The more options you have - without being forced out or into any - the more likely people will stay.
Core example again: PoE. If you’re in ‘normal’ softcore then you can play whatever in terms of the content there or your playstyle and you’ll acrue value. And you can switch it whenever you like with miniscule downsides.
The faction choice in LE is similar to PoE’s Atlas passives. Yes… you need to choose a route… but you also get 3 different full-scale setups + the rather accesible option to respec that without any downsides beyond the one-time investment.
Also we’re not even talking about the perception situation that you choose a ‘workplace’ hence for who you do stuff… either the circle or the bazaar… but heck… feels kinda like a slave-contract there instead. Once in never out, mafia-style perfectly replicated
And also not even talking about the part that it’s solely a issue for the setup not allowing it, without the inherent downsides that increasing build-plasticity causes… which the faction choice would’ve nothing of at all. It’s not a inherently important thing to choose, neither in positioning nor in outcome, it’s solely a ‘fancy what you like’ flavor thing. And your tastes can change over time or even mood-based daily.
Should we hence make a new character to simply align with the playstyle we fancy for the day? Sure… for builds it makes sense, if it’s based on your playstyle for the day… but how about only allowing weaver-maps tomorrow… or only normal monoliths? Would that be a nice choice to limit?
No, definitely not, and it should be kinda obvious as well.
It goes in one ear and out the other.
There’s not even the interest in listening. I mean… I presented a method to both stop the already existing double-dipping while also taking care of the faction switching issues which feel too punishing.
And instead of talking about them the return is ‘Sorry, didn’t read!’.
I mean… how nonsensical can discussions become beyond that point?
And that’s the friggin while point!
CoF and MG have a similar standing to switching leagues. Just that they’re supposed to be once again… equivalent in standing.
You can’t change from softcore to SSF because doing so would cause inherent upsides in SSF… since they’re not equivalent.
MG and CoF on the other hand are in the same league since they are built as equivalent mechanics. Otherwise why don’t we have a ‘CoF cycle’ and a ‘MG cycle’ if moving between them is to be removed as well as possible? It makes no sense displaying those otherwise as you can always cheese in some way, especially with resonance and group play.
If it’s such a serious decision it should come with the respective up- and downsides… but it doesn’t.
Not much, but yes, bigger.
The friction shouldn’t come from ‘all my already invested effort is lost!’ but instead from ‘I’ll need to invest effort on the other side again!’ instead. That’s the whole direction of the topic here.
Which is marvelously steered around though.
Yes, and hence any solution available which counters the perceived negatives while upholding the positives should be taken into consideration.
Mastery respec clearly is not upholding the positives.
A revamped system on the other hand could be.
I presented a revamped system upholding the positives while removing a large portion of the negatives.
So… what would be the issue?
How so?
What sort of build importance do they provide?
Can you get stuff only in one faction you can’t get from the other?
Is there anything there which isn’t available for both as the ultimate outcome?
No? So… I guess it’s only flavor now, isn’t it? And why shouldn’t we able to at least choose between flavor?
Sure… friction is fine.
The current system goes beyond simple friction, it is actively punishment to switch, you loose invested time, you don’t simply have to re-invest… you actively loose it.
Not good, bad design. Hard to counter that taking away what someone has earned isn’t ‘bad’. Never do that, big bad thing, nobody is happy about that.
And don’t come with crap like ‘but in Heist in PoE you also take away all stuff you earn if you die!’. Mhmm… because it’s a HC mechanic first of all and secondly it’s a HC mechanic which gives you the choice of what valuable things to pick up rather then throwing worthless garbage mixture at you at the end instead, it’s mandatory to have that choice.
Which mandatory aspect is here the case?
Only if the friction for switching is so low that it allows that. So create a non-punishing friction aspect compared to one which actively punished the player.
It’s not rocket science… we know of several methods to make that happen.
The reputation itself can be handled this way. Create a much farther end-goal then currently is available, one which can’t be reached reliably in the timeframe of a cycle… or even goes endlessly with exponential increasing demands. Those providing boni only applicable during the usage of said faction.
Friction without downside right there. If you switch you have to re-do and inherently can’t snowball as properly. The more you focus on both the worse your situation overall will be.
Alternatively… a cost for switching, directly included and not stopping your darn equipment to be unusable. One which can’t be avoided like favor loss (just use up all favor) but instead something like a reputation cost, or a gold cost, or a fixed favor cost. Opportunity loss hence. 100k favor for a switch is serious for both factions but doesn’t hinder you to do it, it’s feasable end-game and doesn’t cause double-dipping issues because of the requisite time needed where you play ‘empty’ so to speak.
Also friction… not inherent punishment though attached.
There’s some more available too… but no… instead we got our work ripped away from us, that feels shit, that shouldn’t happen and that needs to stop. Nothing more, nothing less.