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Author Topic: Levels  (Read 5015 times)

Zifei

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Levels
« on: August 20, 2014, 09:54:05 AM »

So we've been talking about this internally for a while, do we want levels in this game?

We have a plan to have a tree like level up system where you gain experience points from everything you do, then you can spend it on the tree. Opening up levels of Mining, Health, Combat, Replication, etc. That in turn will affect your mining speed/amount, hp/stamina, attack/defense, replication ability, etc. Some of us feel like this is an unnecessary addition to an already complicated game, it just stretches the time needed to make anything, taking away the freedom that we're going for. While others feel that this can be a boon for Adventure mode where there's a self determined direction, is a better way of balancing the game so that people don't end up with battleships in 2 hours, and that everyone likes leveling up.

So what do you think? And do you have any other suggestions on the topic of leveling up? This doesn't mean we'll do or not do a leveling system, we just want to hear what the community thinks.
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Shukran

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Re: Levels
« Reply #1 on: August 20, 2014, 10:51:52 AM »

i have seens NPCs have skills "novice mining" (something like that). what about they lvl it up using the skill?

about main character, i don't know.maybe some kind of boost to radar range, or some kind of "resource saving while building". im not a story mode player, so i don't know real use of leveling up
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Styrry

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Re: Levels
« Reply #2 on: August 20, 2014, 12:28:49 PM »

I would love a leveling system. It's always nice to see a character progressing and somehow also keeps me playing when I don't have a creative phase. So I can just do some mining and be happy about any increase in my skills :).
Besides that, I prefer the "leveling skills by using skills" approach over the experience point approach.
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yarnevk

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Re: Levels
« Reply #3 on: August 20, 2014, 12:41:28 PM »

I would say adding the planned NPC skill deck (not a tree) to the PC is worth doing since that system is almost in place now, but if you make it a PC skill tree (rather than a skill deck) than that raises the question of why are not NPCs skill trees.  Skill decks make PC/NPC slightly different which is good for multiplayer without having the MMO skill grind and elitism that skill trees create.

PC Levels are not good for sandbox games, because all people do is race to the 'end-game'  so they can play together even though there is no end game in sandbox games.   MMOs that have levels end up being theme park rides so that everyone of the same level is boxed together and you can never get off the ride.  So it is not a solution to prevent racing thru the game, because it in fact creates a faster race of boring grinding to be useful, that devs have to counter with a never ending grind of adding new equipments and new skills, obsoleting old equipment and skill.   And PVP games end up having to autolevel everyone so there is no noob ganking, sticking to the trinity of DPS/heal/tank to provide 'differences'.   Which sucks because of the elitism PC/equipment checks before you are allowed in the group that such systems create, and is not compatible with single player being able to do it all.

The solution for long replay adventure mode is making the NPC shop for scripts be distributed with them having no stock, and having no towns so that players actually have to build them.  It will take longer to play than story mode because you do not know where things are and actually have to make things.  If you are stuck on something to do, the NPCs can always have various random quests like they used to do.   Adventure mode is a quickplay only because existing systems are easily broken, like digging marble at spawn to buy out the store tech.  You don't fix that by nerfing ability to dig marble, because then there is no fun to be had with building in the sandbox, you fix it by removing the store which is nothing but a shortcut.  For those that want it now, CreationBuilder mode has PC shop/scripts up front for free, with the mobs configurable for testing weapons or perfect safety. 

Skill trees are not compatible with tech trees, great you got lucky and found a gold mine and the gold script NPC, dammit you have no skill in high tech shovels and have to go grind dirt is not a fun game.   It makes no sense because a shovel is a simple tool and you do not want it OP skills at end because the tech is already OP tree, so you start off with shoveling only teaspoons to get 'progression' (which is what Wurm Online forces on noob shovelers, I quit that game for PE because it does not have false progression BS).  The entire point of gold shovels is it is a magic tech requiring no more experience to use than the wood shovel, it is why you are on the planet in the first place is your tech enables you to exploit from the start.   You get exponential progression over time because you have to reaquire tech, but the game needs to fix the skipping tech loop holes, like steel being easy to resource as iron, because trees are trivially easy, and the gating fatty torch was removed from the recipe.   You already added the gatekeeper for gold by locating the gold NPC far away, there is no need for a gold skill gatekeeper on top of that.  Bring back more of the 'Civ' series ages of man to progress tech to slow down play, the tech trees for that are already there, and the scenario editor creation build modes can be there for those that wanted it faster.

Skill trees do not make a lot of sense with replication technology, as that is about pushing buttons which requires no skill.   This is not a medevial crafting game suitable to lots of skills.   Instead it is about player skills in designing ISOs, and finding the NPCs with skills in designing specific replication scripts.   

'mining speed/amount, hp/stamina, attack/defense, replication ability' - these are all exponential technology steps.   Study Defiance on how they added skills for things like this, like learning a new weapon or tool and mastering it gets you a 10% boost, very little difference but MMO players will chase 1% because there is nothing else to do.  The only player levels is EGO, which is spent on perks that are very modest combat abilities.  When they first came out the EGO level did not impact combat that much, now it makes a huge difference requiring a huge grind else you get slaughtered.  They even tied gear to EGO levels so you character and gear has to be on the same level as your squad.   Grinds are good for MMOs to create false longevity, they are not good for multiplayer where people just want to get together and play on different player servers.

Player skills really goes against the plot which is you are an average middling human not a superhero, and it is your reaquiring of the technology after the crash that allows you to get back on track with the original plan of exploitave colonies.   Fix the stores, scripts, towns and colonies in adventure mode and see where that gets you, because the only way skill trees make sense is if they are the modest 10% mastering that Defiance has, but since this is not an MMO with the false grind that is not even worth doing.   It would certainly not make sense to turn you into a 1000% better human superhero because then you had no need for tech.
« Last Edit: August 20, 2014, 01:54:16 PM by yarnevk »
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Omidawn

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Re: Levels
« Reply #4 on: August 20, 2014, 02:43:12 PM »

Story mode doesn't need it because you simply don't have access until you finish the quests.  It's an enforced character level-up, and it makes Story mode the most enjoyable for me.  (I.e. leveling up is already there in Story mode.)  Adventure mode would benefit from this because it would then be a more natural progression, and you wouldn't have to play the same "story" all the time.

(Adventure mode would also benefit from having a better map generator... I think the map keeps me away from Adventure mode more than the ability to advance too quickly. It needs better water and larger biomes, not canyons and "patches" of other terrain.) 

You might try something like this:  Make the scripts "timed" so that they don't appear in the world until you have been there "x" amount of time.  That way you will be forced to make and use the lower level equipment as you go, instead of just hunting down the high level ores and going straight to rocket science. Have experience bonuses, and the experience is also linked to unlocking higher level tech.

If you have skill areas that level up separately, then you can have the tech unlock based on the most related skill level.  Weapons/armor for fighting, scanner upgrades for mining, colony parts/upgrades for construction (placing blocks).  Decorations could unlock after you place other colony parts.  Vehicle parts upgrade for time spent in lower level vehicles.

I absolutely agree with the others that the game would really benefit from leveling up the Colonist skills.  Also have Cooks who actually are able to cook and keep your meals supplied from whatever is harvested.
« Last Edit: August 20, 2014, 02:56:48 PM by Omidawn »
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Neonin

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Re: Levels
« Reply #5 on: August 20, 2014, 03:49:36 PM »

yarnevk touched on my own opinion on this with the mastering thing, but I'd just like to expand on it a little.

Personally I don't see traditional "levels" working, especially for Adventure mode. My own view is that a system designed around specialisms might be a better way to go, especially with multiplayer in mind.

Add a series of specialisms that a character can only take a set number of, maybe two or three tops. Things like:
  • Air/Ground/Boat Engineer - % bonus to durability and reduction in material costs of all vehicles produced, levelled by using the skill.
  • Architect - % reduction in materials used per block during building construction and increased durability of materials.
  • Projectile/Laser Gunsmith - Like the vehicle bonus but for projectile or laser weapons, increase accuracy and damage perhaps.
  • Forging Techniques - Same as above but for melee weapons.
  • Air/Ground/Boat Gunnery - Bonus to weapon damage for the relevant vehicle type.
  • Extraction Techniques - Bonus to mining/digging.
  • Scout Piloting - Bonus to speed and fuel capacity for vehicles below a certain weight limit.
There's loads you could do, and it somewhat fits in with what is already in-game for NPCs. Adding a wide variety means people could specialise in their favourite areas or pick a few that fits their playstyle. Each specialism would be advanced by use, but never giving HUGE bonuses (something like 1-10% sounds about right) or locking anything important away so solo players could still happily solo without needing anyone to make stuff for them. This means in multiplayer people can specialise their characters to perform certain roles for a more efficient colony, but a colony wouldn't be a disaster or a no-go if it was missing someone with X specialism.

This also allows you to to create titles for character with certain combinations of specialisms, which they could display in the multiplayer lobby and could help bring people of different skillsets together to form colonies. Plus, people like chasing titles.
« Last Edit: August 20, 2014, 03:55:48 PM by Neonin »
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yarnevk

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Re: Levels
« Reply #6 on: August 20, 2014, 04:32:55 PM »

You might try something like this:  Make the scripts "timed" so that they don't appear in the world until you have been there "x" amount of time.  That way you will be forced to make and use the lower level equipment as you go, instead of just hunting down the high level ores and going straight to rocket science. Have experience bonuses, and the experience is also linked to unlocking higher level tech.

Timing of mining 'scripts' (scanner programs) was already done to slow down progress, by putting them at the ends of the map.    If you are forced to survive to get there because there is no store to buy car/weapon parts at start, then it does work to delay you.   The same thing is done for story to spiral out the advanced scripts of spreading out in space, the quest lockouts is just to stop the wiki/replay beeline to get gold.  TAdventure works to spiral out without any gatekeeping quests because it is random, yes that allows luck to happen but that is the entire point of random replay is rolling a crit on a d20 as often as you roll a fumble.   The spiral search can be made even more difficult with lockouts such as you first have to save the NPCs from attacking bosses of increasing level before they trust you enough with better scripts, a way of doing questing that has no real story. That way can account for factions, maybe mars has tech you want so you have to play nice or go in and steal/loot it, extend same idea to PVP, so that there are choices to be made.
« Last Edit: August 20, 2014, 04:58:25 PM by yarnevk »
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yarnevk

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Re: Levels
« Reply #7 on: August 20, 2014, 04:39:12 PM »

yarnevk touched on my own opinion on this with the mastering thing, but I'd just like to expand on it a little.

Personally I don't see traditional "levels" working, especially for Adventure mode. My own view is that a system designed around specialisms might be a better way to go, especially with multiplayer in mind.

That is what I meant by skill decks, when originally implemented the NPC had only a handful of skills they could have.   Like gunner, swordsman, miner, logger, medic etc.   Extend that to PC so that multiplayer has some difference, maybe varying in starting scripts and usage being 1-10% better, but just like NPC it is not worth the restart scumming pain to reroll to get the decks that you want because it is a minor difference supporting character based play (obviously PC can choose their career), and not some OP boost that makes noobs drooling idiots forced to grind to get good.  Idea being they would have been planning on colony job specialization to begin with, they had the entire interstellar flight to train in the simulators, and would have already had things like medic and soldier as skillsets already so why would they have saved skilling for on Maria?
« Last Edit: August 20, 2014, 04:55:01 PM by yarnevk »
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Neonin

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Re: Levels
« Reply #8 on: August 20, 2014, 04:59:20 PM »

That is what I meant by skill decks, when originally implemented the NPC had only a handful of skills they could have.   Like gunner, swordsman, miner, logger, medic etc.   Extend that to PC so that multiplayer has some difference, maybe varying in starting scripts and usage being 1-10% better, but just like NPC it is not worth the restart scumming pain to reroll to get the decks that you want because it is a minor difference supporting character based play (obviously PC can choose their career), and not make into something to make noobs drooling idiots forced to grind to get good.  Idea being they would have been planning on colony job specialization to begin with, they had the entire interstellar flight to train in the simulators, and would have already had things like medic and soldier as skillsets already.

Yep that's basically what I was aiming at. Everyone can do everything almost equally well, or at least to a certain standard, but people can specialise in the areas they find most fun for some minor benefits. I also support them being able to "unlearn" specialisms and change them as they progress, to better simulate how a character develops in reaction to their changing environment and circumstance.
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chabochabo

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Re: Levels
« Reply #9 on: August 20, 2014, 06:15:43 PM »

I've elsewhere recommended the use of an activity-based exp grind a la Project Zomboid, much like the system described in the original post by the devs. i.e. gain general exp from doing anything, and then spend those general points to level up the skills you have used enough. For instance, gain 100 exp by chopping down 25 trees and mining 25 dirt, then spend 50 exp to level up Mining 1, which requires 50 mining exp to "unlock," and also requires spending 50 character exp.

However, reading the prior posts in this thread from more experienced sandbox players has convinced me that this is probably not the best way to go.

I like this description of decks though. The main thing that I feel is "lacking" as far as multiplayer goes is the lack of specialization. My friends and I naturally find ourselves specializing: I like to run around and gather resources and hunt monsters. I give the materials I find to 2 of my friends, who are really good at/enjoy designing new ISOs and making things in the creator. I don't have teh attention span for the creator, and they get bored tracking down minerals and grinding monster skins. It works out.

But there's no advantage for me. I would love to see some kind of system like the decks described above- where I can choose to, say, suffer a -10% durability to constructed materials (my fourth friend is the one who likes to build actual in-game structures, so I would give the mats to him to make our bases and such) in exchange for +5% durability/+5% damage for crafted weapons and armor, for instance. I would even take -10% combat damage for +15% gathering.

If these specializations were implemented, and we were allowed to choose some when starting a game, as well as unlocking down a further specialization tree from gaining general exp, that would be awesome! Maybe something like:

Armorsmith (terrible name):

Level One (chosen at start of match): +10% durability to crafted armor pieces, -10% durability to structure blocks placed in environment
Level Two (unlocked w/ 1000 character exp): Ability to use pigments while crafting armor pieces to customize color of armor created
Level Three (unlocked w/ 5k character exp) -10% resource requirements for crafting armor pieces, -10% resource yield when gathering
Level Four (unlocked w/ 10k character exp) Crafted armor pieces provide an extra 15% Defense
Level Five (unlocked w/ 25k character exp) A full set of player crafted armor (all Steel Type 02 pieces, for instance) provides the wearer with an extra 10% physical damage reduction

Something along those lines. Character exp is gained by doing anything at all, and can be spent in any tree, so an armorsmith could go all-in on armorsmithing skills, or get some lower-level Mining skills to balance out the detriments of their trade/make them self-sufficient for players like me who gather and craft while others do the fighting.

Note: If nothing along these lines were implemented, and we instead saw a focus shift toward differentiating monster attacks/behavior, adding additional monsters, differentiating the Alien Camps to offer new challenges to players, etc. etc. I think players would be just as happy. Implementing a system like this would require a lot of time/effort to come up with the various skill specializations, deciding on the bonuses gained from the skill trees, making sure there is some semblance of balance, etc. etc. and those resources would obviously be diverted from expanding game content.


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morse

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Re: Levels
« Reply #10 on: August 20, 2014, 06:32:17 PM »

You already have an item level system, why do you want to duplicate it? If I want more HP, I make a better armor, if I want to dig more effective, I make a better shovel, and so on. Exp/level system would be kind of inferior copy of the already-present system.

I think it would be better to introduce some limitations to the lower-tier equipment. Like, the effectiveness of the lower-tier shovels will drop greatly with deepness, so you can't get better materials in great amount without upgrading your tools. Same with armor/weapon. You already have a leveling system, just adjust it a little if you think that it's not working quite right yet.
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yarnevk

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Re: Levels
« Reply #11 on: August 20, 2014, 07:01:45 PM »

Mining already has an atk/dmg/ac D&D style tiering to it, applying what is traditionally character leveling to tool leveling (likewise mobs/weapons); the problem is there are dead techs that are incredibly easy to bypass, both in plot story and adventure.  Recently posted was the reverse engineered matrix, that shows moving lots of gold with a wood pickaxe is going to take forever, whereas a gold shovel on dirt is incredibly fast.   So even though everyone starts from wood, after that there is stone and iron tiers made useless because steel was made incredibly easy to get thanks to replacing fat torches with more easily obtained wood from logging.  Make the marble harder to get using cutting tools like the pickaxe (since it makes great forts), instead of as easy to get as dirt with the basic wood shovel (which makes lousy forts)

But I am OK with giving a small perk to those who want to mine, vs. those who want to focus on shooting; but those are just small perks for single player replay and multiplayer team difference.  The feeling of character progression is still there even if it is a small %, the shuffling and redealing of skill decks can be added with PC/NPC quests.  Making it decks rather than classes gives all types of hands that min/maxers will love to try to exploit, even if it means as trivial a benefit of 1%+1%=3%.

But indeed fix the tech tree acquisition process since that is where the exponential leveling experience already is, the climbing of that tree just needs slowed down in ways that make plot sense such as having to earn/find script NPC, and restricting and removing NPC stock and having them eat your meat money.  With the configuration editor those who want it faster so they have all the fun sandbox toys at start can do so. 

It is the opposite of D&D style levels with exponential character leveling but only incremental +1 weapons, since PE has exponential tech leveling fix that instead leaving characters as only minor difference perks.
« Last Edit: August 20, 2014, 07:31:00 PM by yarnevk »
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DaveC9000

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Re: Levels
« Reply #12 on: August 20, 2014, 09:30:38 PM »

I think that the way the game works right now has some appeal to it.  No text floating over mobs' heads...No reaching the level cap and being "done" with your character development.  I think that a numbered leveling system unrealistically quantifies character development and makes it seem too linear.  I've played so many games where I reached the level cap and felt that sense of closure.  I think that skills may be a good idea as they would slow a players progression in adventure mode and whatnot, but the only way I could get into a numbered leveling system is if it was infinite (as in no level cap).  I think I like it better when I don't have a number tied to my story though.
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Omidawn

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Re: Levels
« Reply #13 on: August 20, 2014, 11:28:38 PM »

Quote
Timing of mining 'scripts' (scanner programs) was already done to slow down progress, by putting them at the ends of the map.    If you are forced to survive to get there because there is no store to buy car/weapon parts at start, then it does work to delay you.   The same thing is done for story to spiral out the advanced scripts of spreading out in space, the quest lockouts is just to stop the wiki/replay beeline to get gold.  TAdventure works to spiral out without any gatekeeping quests because it is random, yes that allows luck to happen but that is the entire point of random replay is rolling a crit on a d20 as often as you roll a fumble.   The spiral search can be made even more difficult with lockouts such as you first have to save the NPCs from attacking bosses of increasing level before they trust you enough with better scripts, a way of doing questing that has no real story. That way can account for factions, maybe mars has tech you want so you have to play nice or go in and steal/loot it, extend same idea to PVP, so that there are choices to be made.

I'm not sure what you are referring to here, because I only played adventure for a few hours before getting bored with it and went back to story mode, mainly because the map was so uninteresting and difficult to traverse.  I have not done anything with multi-player, but I think that adds a dimension that would make adventure mode much more interesting, and I think MP can only be done in with adventure mode, so the multiplayer server setups I think are the ones using adventure mode the most.  I'm just saying that when playing adventure mode solo, I had access to everything (scripts and scanners) right from the beginning (if I am remembering right).  It was just a matter of searching for and finding the resources.  I think Adventure mode would benefit from having "experience" parsing out the technology, rather than having everything at the start.  I don't know how that would play out in multi-player, since you would have different people with different tech levels in the same game, if you made technology experience based.  I still think that having tech unlocks is a better way for this game to "level up" than having character stat increases.  It would also be easier to patch in new tech advances than to rewrite character leveling every time they want to raise the bar or introduce something new to the game.  As far as "skills" go, every player has the skill to do whatever they can think of already, as long as the tech is unlocked/available, that is what makes this a good creative game.  The only ones (in my opinion) who would benefit from skill development are colonists, who are dependent on AI.  I can see leveling up your colonists as being an important activity for a lot of people.  Another issue that I don't see addressed in other people's comments is the sharing of ISOs.  If you have character bonuses related to the weapons, vehicles, buildings, etc that you create, how are the ISOs going to be portable/share-able with other people?  Will it break/crash the game if your ISOs include a material or effect bonus and someone else tries to build it who doesn't have that bonus?  I'm just sayin'.  Trying to give the characters bonuses might break a more important part of the game... the ability to share creations with each other.  Unless you want to make the bonuses portable also, so that you can have real "master craftsmen" creating and sharing ISOs that can't be found elsewhere, because of the bonuses they have built in.
« Last Edit: August 22, 2014, 03:03:15 PM by Omidawn »
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Gmr Leon

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Re: Levels
« Reply #14 on: August 21, 2014, 04:59:34 AM »

This is a fairly tough decision to make, without a doubt. Personally, I don't like character levels, I'll throw that out there upfront.

I do, however, find equipment leveling an interesting prospect wherein the equipment has some base stats, but as it's used may increase in power. It doesn't make much sense on a surface level, but I always relate it to the character growing more familiar with the equipment, myself. This would fit fairly well with the iso creation tools, I think, as it would not make bonuses reliant on character level or specializations, but it would create the problem of having to level up each piece of equipment to be at its best quality.

There's a simple solution to work around that though, in the form of building your way back up as part of the ordinary process of the game, and recovering some training tech or something that rapidly jumps you through the equipment familiarization/leveling process. Similarly, characters with equipment on hand would already have it at top level based on the idea that they had previous experience/training with it on the way to Maria.

The trick to this is that each tier of equipment even at its best would still be slightly worse than the next tier, justifying the upgrade process and time taken to retrain/acquaint yourself with the new equipment.

I also think that, if it's not already the case, some of the best equipment at a certain point should be the aliens', since they're native to Maria and would have the best tools to survive there. Following that the final "best" tier of equipment should be a hybridization of alien and human, where the best of both civilizations' technologies are put together. Albeit this is a subject for another thread entirely, so let's not dwell on it too much.

TL;DR: Equipment leveling up to improve performance up to a little below the next tier of equipment material. Default equipment is already maxed out in level due to familiarity/training with it. Eventual training facilities to allow for faster equipment leveling.

Alternatively:

Taking into account the aforementioned ideas for character progression, if I understand them correctly, I'd suggest something along the following lines that somewhat integrates my above ideas. Drawing from the skill deck idea, I'd suggest a mixture of specialization with equipment leveling, not doubling the required leveling but making it so that one of the bonuses of specializing increases the speed at which you level newly acquired equipment. This way you smooth out any possible frustrations/irritations with the time it may take to familiarize yourself with new equipment by providing the options to specialize towards their usage, and being able to swap between them to learn how to use new equipment.

The only pitfall would be that if you limit the amount permitted at once, you would fall behind in terms of full efficacy of your equipment handling, but this could be counteracted with the aforementioned training facilities that would allow you to make up for this. In doing so though, you might miss out of whatever other bonuses/perks come from opting into the equipment's specialization, this way you're never exactly the best at everything but neither are you the worst either. On a conceptual basis at least, it seems a very nice compromise to those that want a little of everything (use all equipment) but those that want some character progression/specialization (use some equipment with some neat bonuses).

TL;DR: Compromise between equipment leveling and specializations via specializations providing unique bonuses to certain equipment types such as faster leveling and whatever else. Equipment leveling allowing for general effective use of all equipment with some time spent using them, but without the specialization bonuses to push the equipment's potential past basic leveling.

How this might work in action:
Start out, can do a fair amount with what you have, but it's not getting the most out of stuff. E.g. knife can only get so much wood despite being accustomed to it, etc. New equipment immediately nets you more than the previous, but starts out low and increases as you become better with it, i.e. leveling the equipment. Eventually though it's not getting as much as you want/need for other stuff, so you go to the next equipment tier.

You might get to the best equipment you can with the right specialization faster, but it just encourages faster upgrading. Instead of giving those upgrades right away to account for that, you let some other bonuses from the specialization make up for that in some fashion to temper the desire for the next equipment tier. E.g. possibly providing distinct specialization bonuses for each tier, instead of flat bonuses across all equipment. Maybe maxing out the level in certain equipment tiers can make their bonuses interchangeable with other bonuses, allowing you to customize the specialize in some way.*

This way you create variation within variation, specialization -> sub-specialization. So if you like the look of certain equipment made out of a certain material tier, you could adjust your specialization to benefit from it in some way. Then to avoid it seeming incredibly troublesome and tedious, training facilities to blaze through this, but also if you max out equipment even without the specialization selected, it's unlocked anyway for your use whenever.

*But provide enough vanilla bonuses so that the specialization is worth choosing regardless of equipment leveling.

Er...Sorry if that got a bit complicated.

Summary:
Equipment leveling: allows for general efficacy with all equipment, improved efficacy with extended use. Only applies to acquired/crafted equipment.
Specialization: allows for greater efficacy with specific equipment, faster efficacy improvement compared to unspecialized use.
Sub-specialization: encourages using low tier equipment despite the obvious bonuses of higher tier equipment by providing custom tier bonuses that may be shuffled through for greater variation within specializations.
Training Facilities: allows for fast tracking through equipment leveling and unlocking sub-specialization bonuses to avoid extensive backtracking if certain tiers are skipped over by the player.
Basic training: both player characters and NPCs' starting equipment (what's on their person) comes at max level due to prior training on the way to Maria.
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