Why debate something that won't matter after a month? Anyone who play RO2 for any length of time will max out the rank system and everyone will be the same.
You don't know that.
Ive gotten the impression from scattered developer comments that the intention is to make it so that not everyone running around is a "hero," and also so that you won't be a hero within a week of heavy grinding.
And regardless, wasting effort on unnecessary levelups, no matter how much effort that is, is still wasted effort.
You may think that levelups are a fun distraction the first three times you do it, but if you've been playing roleplaying games for 5 years, I guarantee you the next time you see "level 1" you'll say "again, god **** it?" I am sick and tired of leveling up, I have done it a dozen times already. I'm done playing "levelup." It's not a fun game.
Variousnames, if dead equals zero? lol Sorry it's a video game buddy and wow this is realism to the extreme.
Should everyone start out as an infant again? No, TWI has incorporated it in a realistic and classy way. I think getting new people over the learning curve is far more important. It seems like some people are more worried about the other guy getting that extra one level up because he bought the game 4 hours early than you did. lol
I was literally physically stunned when I read this on account of the fact that you had written a blatant contradiction.
Is your criterion realism or isn't it? You can't sit here and tell me the system is realistic and then tell me I'm too obsessed with realism when I point out that it isn't.
Is the system realistic or isn't it?
These perks are realistic. Training, experience, and talent factor into real life.
No they aren't, for the reasons that I mentioned, that you did not contest. The only thing you had to say to my objections, which still stand, is that they are "too realistic," which is not a valid objection.
Training, experience, and talent factor into real life until you get shot. This system does not model that, and is pointless on account of that. The distribution of those traits should not be based on how many hours you've spent dying on Konigsplatz. That's not how real life works.
And since this
is a videogame after all, as you pointed out, I feel the need to point out the gameplay implications with this system.
The most realistic system would be to simulate the ability gains of experience per spawn and to wipe those gains per death, starting fresh per spawn. Talent and basic training could be simulated with a randomized system that does NOT distribute those benefits on the basis of how long you've been playing the game.
The whole reason you should NOT distribute those benefits based off of playtime is that it gives an unnecessary advantage to the most skilled players, who are already without a doubt already mauling the new players and do not need that advantage. That is a gameplay consideration, which brings me to my next point, which is that,
For the sake of how arbitrary and pointless this entire effort to simulate varying levels of soldier competence is, it should be removed entirely and all players should have the same basic toolkit. Keep it simple, keep it forthright and honest, and for the love of god don't give me anything to blame when I get fragged. I want to know that when I get fragged it's because I kept my head up like an idiot too long and this sharpshooter painted my face with a bullet, or because the guy on the other end was simply a better marksman than I was.