Silence_sl
shitlord
- 2,459
- 4
I've been an opponent of players levels for the last few years for lots of reasons. Primarily because they don't add anything to the game other than a time dimension....invest time_x to get to level_y, which doesn't include skill or anything other than beating up rats and wimpy bears for their assholes that some weird quest giver wants for his pot_of_stew_900133. I could write for days on this whole player level bit, but the end issue is one of usage in general.I think them getting rid of levels is what will make EQ Next successful ultimately.
Zones that take time and effort to construct in a level based game go largely unused in that game as the population becomes top heavy. In a flat level MMO, those zones could be put to use for other purposes than purely leveling. Say, a meta game in which crafters of housing items and housing creation items could progress by farming unique items in that zone without getting donkey punched to Pluto by an NPC 98 levels above him. Laugh all you guys want, but I made a tuck fun of plat selling stuff to crafters who then made stuff to sell to people wanting to decorate their shingles. SOE could have a really cool meta game thatalsocaters to cosmetic player items and housing items and they could could easily create classes that excel in non-combat roles so they could decorate their toons and hang drapes on their walls. EQ2 comes really close to this. No reason why this couldn't also be included in a world wherein people beat up rats for their butts with increasingly nicer types of swords.