Remove Server Progression System and Release Mustafar Content

Remove Server Progression System and Release Mustafar Content
This idea/suggestion has been flagged as Implemented so it has (or will be) implemented into the game in some capacity. More information can be found in the post from the development team.
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Proposal
Remove the progression system
Justification
Restoration suffers from a lack of meaningful content. 1.0 was supposed to release Mustafar to alleviate this. The progression system was intended to pace the content and was supposed to give control over the progression rate to the player base. However this rate is set to where it is unrealistic for a community even at peak size to make meaningful progress. The progression system is a neat idea, but with the swings in population expected on a private server of a 20 year old game, even working properly it is more cumbersome to manage than it would be effective. I would like to think the community and even the admins themselves would prefer to focus on creating new content rather than managing the pace of old content.
Motivation
To end the gating of content that was present in the base game and make an attempt to give some of the player base a reason to log on.
Restoration suffers from a lack of meaningful content. 1.0 was supposed to release Mustafar to alleviate this. The progression system was released with 1.0 and was intended to pace the content and give control of the progression rate to the player base. However this rate is set to where it is unrealistic for a community even at peak size to make meaningful progress. I have tracked the progression rate since it was implemented and gave updates on the progress on the discord. It was clear even after the first update that there were serious issues that have only became more apparent as the population has settled from the 1.0 boom.

Looking back, here are the updates that I gave in these posts:
10/1/2022 (~30 Days After 1.0): 9.03%
11/1/2022: 9.74%
1/4/2023: 12%
1/25/2023: 12.58%

Even at its peak rate, we were looking at almost a year until the next phase for Droid Army to be released in which we would have to start again to unlock the next dungeon in the progression. At current rate we're looking at the better part of a decade to unlock. This rate instills a feeling of hopelessness and doubt in the system.

Whether true or not, the prevailing sentiment is that this system is covering incomplete balancing of Mustafar content while telling the community they are in charge of unlocking the content. This undermines faith in the system and morale of the community more than just keeping the dungeons closed until they are ready.

The progression system is a neat idea, but with the swings in population expected on a private server of a 20 year old game, even working properly it is more cumbersome to manage than it would be effective. I would like to think the community and even the admins themselves would prefer to focus development time on creating new content rather than managing the pace of old content.

Restoration is the only server that I'm aware of that has actively removed content from the base game over its lifespan. I think that is a major criticism of Resto and pain point in the community. I believe this action can be a step towards moving past this.
 
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This suggestion has been implemented. Votes are no longer accepted.
I like the idea of the progression system, but not the execution.

Repurpose the progression system to unlock unique rewards from special vendors, depending on the activity (with progression actually being meaningful), instead of unlocking content.
 
I like the idea of the progression system, but not the execution.

Repurpose the progression system to unlock unique rewards from special vendors, depending on the activity (with progression actually being meaningful), instead of unlocking content.
I agree in the sense that I'm fine with pacing of the content. Like Yarr said, Wow Classic did the same thing. I identify there's major differences between the two games that make comparisons messy but I ultimately feel the same way.

My main issue with a progression system as designed that the rate of progression would have to be variable based on community size and I don't think that's worth managing. If dungeons were released in tiers on a schedule or based on population activity metrics it would be a better way of pacing IMO. I think it's smart administration to save content for when things get stale and that could be a way of doing it. I just think direct control would be a less arbitrary and more honest way of managing the content without having to actively manage a process that is presumably community controlled.
 
Been 130 days since 1.0. Open up Droid Army now. For the next progression award the server 1% if Droid Army is completed that day by anyone. Time gates so next instance opens in 100 days minimum. We have to work together to make sure it gets done every day.
 
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I'm with Banth. Progression system would be fun if tied to reward unlocks instead and obviously the gain values tweaked to make sense. An algorithm that factors in population at the moment of gain and tweaks values on the fly.
 
What if it stays but they release what it is exactly that we have to do to unlock it? Let's say they make the progress a little quicker but tell us its 1% every DF1 instance, 0.5% every NK kill so then we can work as a community to get these events on to work together and reach 100%. Then next unlock they change the requirements to maybe be 1% per DF2 instance completion etc.
 
What if it stays but they release what it is exactly that we have to do to unlock it? Let's say they make the progress a little quicker but tell us its 1% every DF1 instance, 0.5% every NK kill so then we can work as a community to get these events on to work together and reach 100%. Then next unlock they change the requirements to maybe be 1% per DF2 instance completion etc.
It's been over 4 months and we haven't even put a dent in it. Why even continue on the path? Just unlock the stuff. It clearly doesn't work to gate the content from a population perspective. Even when we had the population it didn't work. I think we've waited long enough and deterred enough people. No one is going to stand around and give each other high fives and hugs if we actually did unlock anything with the community, because it's not fun or engaging. It's literally just grinding for the sake of grinding.
 
It's been over 4 months and we haven't even put a dent in it. Why even continue on the path? Just unlock the stuff. It clearly doesn't work to gate the content from a population perspective. Even when we had the population it didn't work. I think we've waited long enough and deterred enough people. No one is going to stand around and give each other high fives and hugs if we actually did unlock anything with the community, because it's not fun or engaging. It's literally just grinding for the sake of grinding.
Aconite shared that it was meant to be slow at first and then adjusted later, but things fell through with the other content, so they just never adjusted. It's cost us too much at this point, they need to just accept that it was a failure and change direction.
 
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