the current system works great and allows for progression on the individual players terms. no need to make “special” content that forces players to jump through hoops or do things outside of their realm of interest when you have a user friendly system in place. the main concern should be to improve existing content and adding more permanent content along the way.
Which current system do you think works great specifically? In theory, we have a lot of systems already
For me, I think some our current systems of horizontal progression and their earn systems are:
- Collect skins: Purchase them for currencies (which becomes play the fastest way to earn currency X), get them as rare drops (play fastest way to kill mob/content type X), or purchase them off the trading post. (Play the fastest way to earn gold)
- Skills: Collect skill points. (Which becomes play the fastest way to earn XP, or skill points.)
- Achievement Horizontal Rewards: These are things like achievement point skin unlocks, titles, etc. This is more just sort of play everything that gives achievement points, since very little of it is repeatable.
- Legendary: This one doesn’t really have a totally clear path to acquisition other than earn crazy amounts of gold, which goes back to play the fastest way to earn gold. (note legendary is only horizontal if you already have ascended)
- WxP Abilities: Complete objectives worth points in WvW. (Complete objectives as fast as possible, find a group to help you do this. Of all the above this is basically just telling you to play WvW, and though it is as some degenerate aspects is probably the least so)
- PvP Skin Locker & PvP Ranks: Play PvP. (This is basically just play PvP since the latest release.)
Not everyone plays the way I described above, but many of the systems above encourage you to want to play the fastest way possible to earn the rewards, sometimes at the cost of not playing the way you’d find the most fun. The upside of Gw2 is you can play the things you enjoy most and still be rewarded for them in most cases, even if it’s not at the fastest rate. The downside is because almost everything can earn you most of the same rewards, this becomes a matter of choosing to do the things you enjoy the most, but getting rewarded slower because of it.
Potential different systems would create more diverse game play, but the challenge is making it not overly complex, and running the risk of driving players to force one specific type of game play they may not enjoy since they can’t earn it other ways. These are some of the challenges we face we looking at any form of horizontal progression, and some of the discussions that come up when looking at new potential systems as well.