Lithose
Buzzfeed Editor
The problem with leveling is that it was all taken from PnP systems. The thing with those systems, that a lot of the developers forget, is that they were never really designed for anyone to actually reach max level. Essentially the system is a soft cap system after you hit a certain point (Around level 9 in old D&D)...And the reason this worked is because the ENTIRE game became accessible to you, with a good enough DM, by level 7. You could take down the biggest, meanest, greater wyrm dragon at level 7 if your DM wasn't an asshole--because you often didn't fight creatures like that directly (Puzzles, Gather an army, Quest to get the X other creature to help you, find the magic breath immunity shield ect ect).
The fact was, because of how fluid game play in PnP games was, max level never really became important. That's the key a lot of developers need to look at. If you have level system, then only the first few levels should be "needed" as teaching levels. After that it should become a soft cap system, with progressively higher experience requirements for lower gains. Leveling should ALWAYS be good, but right from the outset, grinding a level shouldn't be better than a piece of gear, or a new item ect. It should just be a bonus in power for time in. This makes it so your leveling comes as a natural byproduct of just playing the game.
Essentially, acquiring new levels should be a lot like getting new gear. BUT gear should be random and levels should be consistent. WoW fucked this all up by combining both of these aspects into the "badge grind". But there is some truth to the gambling/big win aspect of gaming AND there is also some truth that too much frustration burns players out. The key is to allow for both with a soft cap system, and random boss/dungeon loot. If a player walks away with nothing, at least he got some experience. Right now in WoW, all he gets is a badge, which is fine for that "consistent work done" but it diminishes that exciting "big bonus" jackpot effect of winning rare gear (Which, in a soft cap system, great PvE gear would be far rarer).
All in all though, the key is that a level 10, and a level 70 should be able to do a dungeon together in the same way that someone with epics can group with someone with blues. All the level 70 should have is minor advantages in stats, and some other small bonuses (Every X levels should be like a new piece of gear, X becoming larger as you gain more levels.)....So, lets say 10-20 would be about the stat power of an item..But then from 20-40 would be needed for the power of an item...Then 40-80 (And at some point it levels). The trick is to make these levels as something of a "base" reward you get for playing, not something you NEED to actually play.
And I think that's one of WoW's greatest flaws...The fact that ALL of their formula's are based off of level. It makes it so they HAVE to design the game to get to max level as fast as possible. If there was any kind of long leveling process, most of the player base would be completely unable to access any of the content.
Really, developers need to ditch the idea of hard caps...And then, with soft caps, you have tons of avenues opened to you. For example, exp penalties for dying don't make or break the player any longer, they are simply a small sting BUT they are in the players face enough to make them care. Or an experience penalty for changing specs. (And yeah, all this can be accomplished by fixing the economic aspects of a gold/theme park system, where gold becomes useless....But having it tied to a soft level system solves a lot of other problems.)
The fact was, because of how fluid game play in PnP games was, max level never really became important. That's the key a lot of developers need to look at. If you have level system, then only the first few levels should be "needed" as teaching levels. After that it should become a soft cap system, with progressively higher experience requirements for lower gains. Leveling should ALWAYS be good, but right from the outset, grinding a level shouldn't be better than a piece of gear, or a new item ect. It should just be a bonus in power for time in. This makes it so your leveling comes as a natural byproduct of just playing the game.
Essentially, acquiring new levels should be a lot like getting new gear. BUT gear should be random and levels should be consistent. WoW fucked this all up by combining both of these aspects into the "badge grind". But there is some truth to the gambling/big win aspect of gaming AND there is also some truth that too much frustration burns players out. The key is to allow for both with a soft cap system, and random boss/dungeon loot. If a player walks away with nothing, at least he got some experience. Right now in WoW, all he gets is a badge, which is fine for that "consistent work done" but it diminishes that exciting "big bonus" jackpot effect of winning rare gear (Which, in a soft cap system, great PvE gear would be far rarer).
All in all though, the key is that a level 10, and a level 70 should be able to do a dungeon together in the same way that someone with epics can group with someone with blues. All the level 70 should have is minor advantages in stats, and some other small bonuses (Every X levels should be like a new piece of gear, X becoming larger as you gain more levels.)....So, lets say 10-20 would be about the stat power of an item..But then from 20-40 would be needed for the power of an item...Then 40-80 (And at some point it levels). The trick is to make these levels as something of a "base" reward you get for playing, not something you NEED to actually play.
And I think that's one of WoW's greatest flaws...The fact that ALL of their formula's are based off of level. It makes it so they HAVE to design the game to get to max level as fast as possible. If there was any kind of long leveling process, most of the player base would be completely unable to access any of the content.
Really, developers need to ditch the idea of hard caps...And then, with soft caps, you have tons of avenues opened to you. For example, exp penalties for dying don't make or break the player any longer, they are simply a small sting BUT they are in the players face enough to make them care. Or an experience penalty for changing specs. (And yeah, all this can be accomplished by fixing the economic aspects of a gold/theme park system, where gold becomes useless....But having it tied to a soft level system solves a lot of other problems.)