You need to do about one level a night for a good long grind. Longer than that is too long. People need a carrot that is semi predictable with some real progress even in a single day.
The faction methods that I like are the shaman epic quest line in EQ classic. You can skip it if you want to however by a grind. The grind has been nullified at this point so you would need to make that grind better. Also I think that WoW is doing a great job with their current unlock quest lines. You can do those quest lines in a few hours however.
I would like to see a multiple zone quest line for unlocks and maybe even bonus xp rates from doing that. This promotes gameplay that isn’t just a grind. You do something impressive for a faction from a quest line and from now on those turn ins come at 1.25x xp.
I would say a “normal night” is 3-4 hours and that’s good for a level.I agree with this but what is your grind time? What do you think is a reasonable time to gain a level? I would love a few epic quests per class and then a few general ones as well. No one wants WoW quests but a few really well done ones would improve the experience beyond grinding, camping, and grouping.
Some of us aren't single, familyless losers with other obligations and demanding careers?
If you want insanely long grind times, you’ll need to implement some sort of mentoring system. Otherwise, newcomers that join 6 months to a year later will have no one to play with. In a group centric game, that is bad.
I see no reason why we should hope to achieve a level in a single night. If the process is fun, why do we have to set a limitation on how long it lasts?
People need to train themselves out of thinking that max level is the end all be all of the mmorpg experience.
I would say a “normal night” is 3-4 hours and that’s good for a level.
While you guys debate on how long leveling should take in this game. Remember that there is no game.
I see no reason why we should hope to achieve a level in a single night. If the process is fun, why do we have to set a limitation on how long it lasts?
People need to train themselves out of thinking that max level is the end all be all of the mmorpg experience.
Yet those things didn't prevent EQ from remaining popular, even when there was over a dozen alternatives. This argument has no basis in reality, nor does that 20k player threshold. If anything it's been the opposite for a while: the struggle to gain and retain players is hardest when people don't have something to continue working towards.That's all and good but this game isn't based on that. It's based on leveling, gear, and eventually raids, etc. It's based on previous Brad games which focus heavily on gear, leveling, and the benefits of both. If this game actually has hell levels like some retards want? It will truly have the 20k threshold you are dying to maintain.
Yet those things didn't prevent EQ from remaining popular, even when there was over a dozen alternatives. This argument has no basis in reality, nor does that 20k player threshold. If anything it's been the opposite for a while: the struggle to gain and retain players is hardest when people don't have something to continue working towards.
All that has to happen to shift the mmorpg experience away from end game is make the early game count. The things you achieve before max level should carry more weight, and have a very direct impact on both your ability to level, as well as your character's power at max level. Being max level alone should mean very little. If you actually have to find and earn your abilities, unlock quests and important areas, build character reputation and obtain important items that are not easily replaced, rushing to max and skipping the majority content should put you at a massive disadvantage.
There are ways to make mmorpgs fun from the start and the entire process to seem important beginning to end. Unfortunately, for too long we've had only games where end game is all that matters; and up to that point everything you did and collected was inevitably discarded and had absolutely zero bearing at the end of your journey. It was merely a means to an end. This was a lazy design, and a mistake.