Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
</blockquote>a bit more than a year...maybe +a few month would be enough...we need to enjoy to take a lvl and gearing up
Not me. I plan on taking my sweet ass time just playing; that is to say, playing is the priority while "leveling" is just something that happens in the background. Regardless of how much time it takes me to hit "max level", the "endgame" will still be there.
There will always be some mob at launch that pays uber XP that gets exploited for a while until it get's nerfed..who knows.
750 hours is good
I think your perception is off honestly. Going back even to EQ, there has always been players that have complained about the length of time it takes to level. Developers initially ignored these complaints.
World of Warcraft discovered they could appease these people and in doing so reduce developmental costs in the process. I think this is what actually motivated the change. It's simply much cheaper to funnel players to end game content, especially raiding. They then took it even further by adding the multi-difficulty setting which is just an avenue to regurgitate the same content.
The change had far more to do with maximizing profits than it did appeasing players. Unfortunately, there are significant repercussions to that decision and I'd argue that WoW as well as other MMO's have diluted the RPG element of the game to a great extent. They have in large part made a majority of their own content, meaningless.
I love leveling and in a typical MMORPG I'd want something akin to vanilla WoW. We know however, that AOC isn't typical and I'm not sure leveling should be a major process, at least in terms of character levels...
I say this because we are talking about a PvP game here and anything that creates imbalance, is generally bad for pvp.
Yet there must be a means to improve your character and imbalance to some extent is unavoidable.
You can throw in a corruption system and possibly use scaling mechanics but even after all that imbalances will be present and it's players very nature to seek out whatever advantage they can.
I think these things will become more clear as the game gets closer to release, I just think it's to early to say based on what we know whether the game should have a long, med., or short leveling process.
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Yea that is why I am saying 300 hours. A player who plays 10 hours a week will be max level in 30 weeks. If done right people will not look at leveling as a grind because when you get to end game what is there to do? They will not have a WOW Like Tiered raiding system? The Openworld PVP will mater somewhat but if done right it will not matter as much as a game like WOW. I am thinking something like SWG where a Max level didnt guarantee you would kill someone who is half your level. Skill played more into it. The point is not to make a rush to end game matter, the point is make the journey matter.
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Nice comment. I need the like button <3