Hey,
as far as I am aware, the major reason why players want NG+ is to "carry progress" from the previous playthrough(s, and don't have to start all over again with the "boring/time-consuming" stuff like crafting, exploring the map, money hunting, etc...
If that's the case, I believe I found a simple way to implement it:
- player keeps all the non-quest items, but they are downgraded to the common level and the very base stats
- player keeps (a portion of) money, all of the vehicles, and maybe stuff like apartments and their decorations (interiors, Nibbles, Scorpion's statue, dreamcatcher,...)
- player keeps the "perk points" (not perks themselves!), but not the level and "attribute points" - meaning, as far as I am aware, they won't have to do side content (at all) (to gain street cred and "perk points"), but as they level up and assign attributes, they could just spend much more perk points they already have; and so have much faster, yet still "controlled/limited/balanced" progression - well, they would one-shot everything, but the need to level up would still be there.
- players could still e.g. use transferred crafting materials to quickly upgrade their weapons (but maybe they would need an appropriate level to use them)
- nothing wouldn't have to be rebalanced
- ...
More to the point "nothing wouldn't have to be rebalanced" - I mean, I get that e.g. some hacks or sniper rifles would probably one-shot everyone (at early levels), or that players could hack everything, etc... but I guess it's fine because that's what players are after; after all, aren't they?
So the point is like - if players want to use OP weapons, assign many perk points, etc... - let them; and if they ever wanted to tune down (for a moment) and/or experiment - let them (e.g. they could reset perk points (the game already allows that), or use low-level weapons or whatever to have some fun)
Thoughts, comments?
as far as I am aware, the major reason why players want NG+ is to "carry progress" from the previous playthrough(s, and don't have to start all over again with the "boring/time-consuming" stuff like crafting, exploring the map, money hunting, etc...
If that's the case, I believe I found a simple way to implement it:
- player keeps all the non-quest items, but they are downgraded to the common level and the very base stats
- player keeps (a portion of) money, all of the vehicles, and maybe stuff like apartments and their decorations (interiors, Nibbles, Scorpion's statue, dreamcatcher,...)
- player keeps the "perk points" (not perks themselves!), but not the level and "attribute points" - meaning, as far as I am aware, they won't have to do side content (at all) (to gain street cred and "perk points"), but as they level up and assign attributes, they could just spend much more perk points they already have; and so have much faster, yet still "controlled/limited/balanced" progression - well, they would one-shot everything, but the need to level up would still be there.
- players could still e.g. use transferred crafting materials to quickly upgrade their weapons (but maybe they would need an appropriate level to use them)
- nothing wouldn't have to be rebalanced
- ...
More to the point "nothing wouldn't have to be rebalanced" - I mean, I get that e.g. some hacks or sniper rifles would probably one-shot everyone (at early levels), or that players could hack everything, etc... but I guess it's fine because that's what players are after; after all, aren't they?
So the point is like - if players want to use OP weapons, assign many perk points, etc... - let them; and if they ever wanted to tune down (for a moment) and/or experiment - let them (e.g. they could reset perk points (the game already allows that), or use low-level weapons or whatever to have some fun)
Thoughts, comments?