One thing that’s been bothering me is that alts feel like a hollow mechanic at the moment
The (most common) use of alts today seems to be to allow players to try different roles, and to specialize in each
However, because of the low cost to switch characters (all items are freely transferrable, it takes a couple seconds, etc)—alts are effectively being used as a respeccing mechanism.
It also has some downsides:
- The identity of your characters is less valuable (take it to the extreme, and everyone will have 2-3 characters per player, all freely switched between on the fly)
- A player’s investment in their character is weakened—why spend a lot of time getting that last level for one more skill/coin/item/whatever, when you could just level another alt?
- It’s annoying/confusing for other players (hey, add nevir-hunter, nevir-miner, nevir-builder to your beacon, thanks!)
- As someone who likes being a completionist, it’s also frustrating (damnit, now I want to get all the feats on multiple characters)
I want to highlight @seorin’s post below, which summarizes this far better than I ever could:
Now, there’s a couple ideas that spring to mind for dealing with this:
We could increase the switching cost by some combination of:
- Bind gear to characters
- Make it annoying to switch (add time to it)
- Add a cost to maintaining multiple characters
- ???
But that doesn’t seem like a great tactic - it dramatically favors players with more time/money
Another approach might be to weaken the tradeoffs we make in the skill system (aka a single character can do everything well). But that makes the skill system boring
Or, we could go all in, and explicitly support skill respecs/builds for a single character. I think this actually may be the right approach:
- It preserves the identity of your characters
- Isn’t annoying/confusing to others
- It can preserve some of the effort you’ve spent on your characters (particularly if xp is fully or partially preserved for each spec)
- Could be a great coin/resource sink for the economy (make it consume oort shards or something. Or even make it require some player built structure)
Downside?: More players will be able to do more things in the game. Not all at the same time, but it reduces the cost in player time/effort to be able to experience more of the skills that are available, while still preserving the challenge of figuring out the right build