Ah. From that perspective, it makes more sense. Carry on.No harm meant. I simply used it to mean that as players played the game their stats increased under the hood. I don't mind retracting the word "passive" if it offends. Simply talking about skills and abilities increasing in the background as you play the game rather than stopping to spend a point to make the skill or ability increase. That's all.
In Alpha 11, the very first iteration of this, the quality of our tools increased every time we crafted with a +/- 50 point randomizer thrown in. That was the beginning of a major change in player focus for playing....
Same.Started 14 or 15... Quit early 18. 17 sucked hard. Waited for 18 and it wasnt a lot better at gameplay.
I think it's called Experiential Learning, meaning learning through experience. It's a mix of hands-on learning, and reflection on experiences after the fact. The old system was a great mechanic to emulate that behavior.I’m not here to re-hash the debate on which is better, but that’s not the terminology I would have used. I wouldn’t call it an era of passive progression. Learn by doing required, y’know, doing.I would label it more accurately and characteristically as an era of direct 1-to-1 progression, and now we have an era of indirect or generalized progression.