Level System
In Defiance there are 5,000 first-level, with which a plurality of character values can be unlocked. These levels, however, are not comparable to the levels of classic RPGs; Basic values such as life, shields or damage do not change the level. Only on the modifications (Perks) can be reached changes. Here, however, we are talking about things like 25% more energy, 9-30% more damage, 15% damage protection. For many bonuses requirements also apply - so you have to be crouching, unable to move or untargeted firing from the hip.
Both the amount of the bonuses as well as their availability is however far from the character scaling, which is common in classic MMORPGs. Even the four-class skills, only one of which can be active at the same time can be changed as often as desired within the same character.
Consequence: Everyone can play together with each in any combination of classes - and indeed all over the map, as there is no limited level areas.
Itemskalierung
There are in Defiance, although the major differences in Itemqualitäten what relates to their rarity. However, they have virtually no effect on the fundamental values. So the damage values remain throughout the game relatively at the same level. About modifications and Itemqualitäten but there are extra bonuses - slightly improved accuracy, faster reload, larger magazine capacity and the like. With increasing ego level also weapons are available that have synergy bonuses of all kinds.
Consequence: Quite rich potential for optimization exists, but the differences from the beginning weapons keep such limits in that turn everyone can play with each together.
Loot system
Experience and loot directly depend on the damage done, each player looks basically only its intended objects. This eliminates any dice and dispute over prey. In the great Ark cases (the "raids" in Defiance) is distributed even separately at the end of such events additional loot.
More generally, dropped objects but rather a rare sight. The largest part consists of money, ammunition and resources that in turn can be used to purchase or modification of objects. In consequence, the micromanagement holds very limited.
Gameworld
In Defiance you meet opponents much rarer on scripted paths in the countryside rather than in the context of specific events at: roadblocks, kidnappings, robberies, and more. There are also certain places like mines, camps and bases, most of which are the subject of a mission, but after any are repeated as often as an event. In addition there are classic "instances" as cooperative and PvP maps in competitive cards - and of course the ark cases as world events.
Conclusion
Defiance breaks many conventions that have become established over the years. The need for permanent game from that eternal Itemhatz and efficiently as possible Level delusion - it does not exist here. Rather, there are opportunities for further development, but only minimally affect the gaming experience. Nevertheless, it remains to be seen how it looks to the appeal at the end of the game content and whether the pursuit of small improvements is worth the effort.
At the end of a word to the support: Like any MMO Defiance also had severe teething problems and has them still - lags, connection loss, server crashes and a variety of bugs. Critical errors were corrected almost immediately, however, maintenance times rarely last longer than 30-60 minutes and larger ClientPatches there is also information in advance. In addition, were temporarily granted the players as compensation special bonuses that the in-game shop would otherwise have to be purchased - quite exemplary.