Draegan_sl
2 Minutes Hate
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Leveling is not going away, as artificial as it can be at times. The whole thing that hooks players to MMOs is the ding grats, you're more powerful! thing. The numbers don't even matter; WoD could've been a 90-95 expansion and we wouldn't know the difference as long as the DPS/HPS/Tanking vs the mobs was the same. Next WoW expansion could be 100-105, or 100-110, or 100-200 and it's all the same as long as players and mobs are balanced against each other. They have to keep that ding grats carrot in though.I wouldn't be surprised to see a crop of MMOs ditch leveling. If only because of costs.
So same exact thing as leveling except you make it more confusing to compare your progression vs others and your own past? Levels are fine.I'm not saying you do away with the "ding grats" feeling. There are just other methods to give that to your player base. For example, you can do a whole progression system just based on achievements. So instead of needing to finish ten Kill 10 Rat quests and Finish a KillCastleBoss quest chain, you can fill those in with achievements.
The difference is very subtle. It's the same thing as EQ had you kill 1000 mobs, but Blizzard made it so you had 10 quests to kill 100 mobs. It's the way you package things. TSW was kind of like this.
Your ding grats feeling doesn't come in seeing you get Level 10. It comes from you getting a new ability or piece of "meaningful" equipment. A simple definition of "meaningful equipment" is like getting a shiled upgrade in Zelda, or getting the boomerang.
Can you really not see why it costs a lot of money to create leveling content when the majority of time spent on a single character is not in the leveling content? I am only discussing content within a single expansion cycle. Obviously shit gets old and becomes unused.So same exact thing as leveling except you make it more confusing to compare your progression vs others and your own past? Levels are fine.
I'm still confused why you think having levels makes a game unnecessarily costly. Most of the problems you're thinking of are just part of having a 10 year old game. I don't think the WoW dev team looks back and says "Aw man, nobody is in Westfall. All that time and money we spent 12-13 years ago was a complete fucking waste." I thoroughly enjoyed a lot of the story from leveling quests back in the day. It made the world feel like a real, fleshed-out place. And the progression through the levels was an important part of your own personal journey. When you saw a level 40 Paladin on his shiny horse ride past you as you were killing kobolds you thought "Wow what a badass. Someday I'll be that guy." You didn't right-click his portrait, compare achievements, scroll through to find what he had and you didn't, then go look up a walkthrough on where to get them. It's hard to remember what a good leveling experience is like because we're all on our 100th alt and just want to catch up as fast as possible.
Whether you have progression based on levels or gear or achievements or whatever, any mmo will have content that will eventually become obsolete. It's impossible to design content that will still be relevant in 10 years without any changes. It's insane to try to force relevancy by putting brand new players directly in the 'end-game' content and expect them to stay content there.
Most players don't raid, according to statistics released by Blizzard, some don't even reach the level cap (LFR is not raiding, it's a tiny step above watching a cinematic because you can choose the camera angle). So yeah, levelling is here to stay and for once I'm grateful, I love levelling and exploring, while on the other hand I find retarded killing the same boss over and over, because RPGs are not that. Okay, MMOs are not RPGs since eons (Ultima or maybe Vanilla/RoK EQ), but I still believe that a numeric progression as a character level makes more sense than one with item level, which is the same fucking thing, except it's RNG based and it's also scaling at a ridicolous pace.Can you really not see why it costs a lot of money to create leveling content when the majority of time spent on a single character is not in the leveling content? I am only discussing content within a single expansion cycle. Obviously shit gets old and becomes unused.
You're all pretty dense here.Most players don't raid, according to statistics released by Blizzard, some don't even reach the level cap (LFR is not raiding, it's a tiny step above watching a cinematic because you can choose the camera angle). So yeah, levelling is here to stay and for once I'm grateful, I love levelling and exploring, while on the other hand I find retarded killing the same boss over and over, because RPGs are not that. Okay, MMOs are not RPGs since eons (Ultima or maybe Vanilla/RoK EQ), but I still believe that a numeric progression as a character level makes more sense than one with item level, which is the same fucking thing, except it's RNG based and it's also scaling at a ridicolous pace.
Of course we could be all "hero_01" without any number whatsoever and just learn new skills by exploring or defeating monsters, but having 30 skills instead of 10 is the same as being level 30 or level 10. Flavor doesn't really matter. I for once like the D&D style of a numeric level progression, because when I started playing D&D in 1986 with my red box, reaching a new level was a big deal and I'm still attached to that concept.
I think your system would work but it doesn't have the immediacy of dinging levels, so wouldn't be as popular. Most players like leveling and like the ease of saying to their friends, "I just dinged level 37!" (heard that last night). If you take away that feeling of accomplishment then you need to replace it with something as good or better. Achievements usually aren't as good at that, and they require more thought from the player than levels. Levels also indicate information to other players much more readily than achievements. GW2 created 80 levels instead of the 20 in GW1 is because they gave up trying to convince players it didn't matter.I'm not saying you do away with the "ding grats" feeling. There are just other methods to give that to your player base. For example, you can do a whole progression system just based on achievements. So instead of needing to finish ten Kill 10 Rat quests and Finish a KillCastleBoss quest chain, you can fill those in with achievements.
The difference is very subtle. It's the same thing as EQ had you kill 1000 mobs, but Blizzard made it so you had 10 quests to kill 100 mobs. It's the way you package things. TSW was kind of like this.
Your ding grats feeling doesn't come in seeing you get Level 10. It comes from you getting a new ability or piece of "meaningful" equipment. A simple definition of "meaningful equipment" is like getting a shiled upgrade in Zelda, or getting the boomerang.
So you replace levels with.. gear? Achievements? Abilities? Skills?You're all pretty dense here.
I'm discussing getting rid of levels as a mechanic. As in, you gain 10000 xp you go from level 5 to 6 then you gain 12000 xp and you go from level 6 to 7. You can wear item A at level 6 and can go into dungeon A at level 7
Instead you find some other metric to gain power and access to new content.
You didn't need to level up in Zelda and a lot of people seemed to like that game.
It's just another way to mask progression. And because you don't have a strict power curve of numbers, you can create content that more naturally fits together in the same content space, or even reuse content within the same content cycle of an expansion. EVE does this to some degree, and a lot of other skillbased games.
I'm not advocating giving people a "max level" character with a set of gear and just starting the game.
This is why, when levels stopped to matter, people looked at other simple, numeric scales to differentiate which content they had access to. Gearscore became popular, then ilvl after Blizzard started showing it and homogenizing primary stats per ilvl.Levels are simple and for most players, keeping things simple is the surest road to profit.
I believe you are arguing semantics.I guess you unimaginative twats can have fun with wow for the next decade.
Shrug. Stick with your levels.