this post was submitted on 22 Feb 2026
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Who's got time to upgrade their gear when there are adventures to be had?

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[–] finalarbiter@lemmy.dbzer0.com 6 points 2 weeks ago* (last edited 2 weeks ago) (2 children)

Going direct to high-level areas is neither what I am talking about nor the design problem of the game, but go off I guess.

It's entirely possible to design a game such that players aren't forced to follow a specific gameplay loop. For example, in games like the Elder Scrolls and Witcher series, you can find better gear from exploration instead of being forced to craft. This is true in the Fallout series as well. The key here is that players can progress in a way that complements their play style.

Also, just because you dislike a different approach like enemy level scaling (which, to be clear, is not what I've been talking about), that doesn't necessarily invalidate it. I personally dislike level-gated areas because I feel that it makes enemies in earlier areas far less engaging when I return to those areas, which is a problem in many MMOs. I still recognize that there are different pros and cons to each of these approaches despite my preferences.

[–] TaterTot@piefed.social 6 points 2 weeks ago* (last edited 2 weeks ago) (1 children)

Lol, guess I should have spent less time typing out a reply. Looks like I also misunderstood the scope of your previous point. With the additional context of this comment tho, I completely agree with your point. A lot more could have been done to provide players with various paths to progression in Avowed.

Edit: and doubly so now that you edited you previous comment to clarify your point.

[–] finalarbiter@lemmy.dbzer0.com 1 points 2 weeks ago (1 children)

Sorry, I tend to rewrite my comments a few times before leaving them alone, especially when I'm tired. Sometimes I find I have to let the words sit for a minute before I realize that they don't match what I intended, but voyager also doesn't have a drafts feature where I can do that in private lol

[–] TaterTot@piefed.social 2 points 2 weeks ago

You and me both, so no apologies needed. Always hard for me to find the line between adequately explaining my thoughts, and keeping them brief enough to not just be walls of text. I'm forever making edits to try and find that balance.

[–] FelixCress@lemmy.world -1 points 2 weeks ago (1 children)

You are moving your position. You said that gear being underpowered is a design issue. It is not - it is a matter of player's choice.

[–] finalarbiter@lemmy.dbzer0.com 1 points 2 weeks ago (1 children)

Don't put words in my mouth. My position has not moved- I have said from the beginning that the design of the game is such that it takes away player agency. The gear is a symptom of that.

[–] FelixCress@lemmy.world 0 points 2 weeks ago (1 children)

Don't put words in my mouth.

That you? :

The gear being underpowered is a symptom of this design issue.

[–] finalarbiter@lemmy.dbzer0.com 0 points 2 weeks ago* (last edited 2 weeks ago) (1 children)

I honestly can't tell if you're trolling or just don't understand my argument. The gear issue is a symptom of the bad design (which is exactly what I said before), just like how a fever is a symptom of the flu. The problem is the design, the gear is one way that problem manifests.

[–] FelixCress@lemmy.world -1 points 2 weeks ago* (last edited 2 weeks ago)

I honestly cannot tell if you just don't want to admit you changed your position or you are just stupid enough to belive you didn't.