Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Slow Progression Please
ArchivedUser
Guest
If there's a Level-Cap, Slow Level Progression
If there's no Level-Cap ... then that might be better
( ・ิω・ิ)
If there's no Level-Cap ... then that might be better
( ・ิω・ิ)
0
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Basically a node levels up depending on the amount of activity the community does in the corresponding area - and with that the mobs scale with the node level- so levelling wont be linear - and depending on where your citizenship lies your progression may be slow or quick.
Also your religion, crafting social activities etc will contribute to your characters progression xD
I have a feeling AoC will not have this problem.
Eve Online had it figured out with time-based progression
as opposed to grind-based. However, bother have their downside.
For Grind-based progression, the guy that can afford to play 12 hours
per day is obviously going to level up "faster" than the person who only
gets a few hours per day. But if you put a penalty on the 12-hour guy,
just to slow him down, he's less likely to stay with your game. I mean,
what the point of playing when it starts to feel like you're not progressing
yet putting in the hours.
The Time-based progression means everyone levels up at exactly the
same rate, which sounds fair and awesome. But it also means the person
coming to the game late will NEVER catch up, and that can suck the Will
right out of you.
I would like for each level to have depth - for each level to actually have meaning . If i were to be at Level 1 ... that doesn't mean I'll be weak & insufficient - I probably could have , focused more on a particular Artisan Exp, and thus allows me to have access of different items
(Duly note, the term, " Artisan ", is broad and could be any Artisan ... Really hoping crafting is in-depth)
Or ... I could have focused more on my Abilities Exp, and thus have effectiveness in my skills or maybe. ... I could focused on Treasure Hunting, etc ...
(I'm hoping XP to be separate from one another)
In Short, diversity & Uniqueness for each level ... and each EXP will still increase at a slow-like pace. Regardless of how much time is put into it. True, the effort will show , but they'll still be options to choose from.
The effort put into it will show, but that'll never mean that you`re at a Guaranteed advantage of a low-level. It just means you took a different path
And that's coming from the mindset of Players who rush towards Level-Cap ... thinking endgame is all there is too it
There's more to that than just Leveling-up. Even if you have more time for it, slow progression is ideal. But when you look at the MMO as a whole (so far ) .... Everything is connected. An that mindset won't fit with this type of MMO - please discard it
Because if it is like that ... It won't be good
But I doubt that it will ; in order to get more quests, a node would have to be established - and that requires some assistance but which node ¿
EDITED: Which region will the Node be built ? and how far away is that node from the Starting Zone(s), How far away is that node from the other Nodes ?
I'm still hoping each Node Area is as big as " DarkFall: Rise of Agon’s Map " - where it's roughly 4 hours to reach to end of the Region via mount
Hence: Each Node's ZOI being at least 4 hours of travel distance
Including the Open-World PvP - there's much to consider - and I'm highly confident that rushing level-cap won't Be a thing (if there's a level-cap at all )
(i.e. Planets has a " recommended Level ")
SWTOR has many planets to work with and Ashes has 1 planet, yet ... Ashes feels bigger than SWTOR. in short, I'd rather for Ashes to not be anything like that
@Eraqale - I absolutely agree here! Perfectly put!
I was referring to the story driven quests you go through as you level. I personally like the fact that I can ignore the side quests as they tend to be a bunch of filler ( go collect 6 chickens) which really makes the game boring in my opinion. So by allowing players to level up solely on story quests you also leave the option open for people to do side quests should they choose. That is giving the players a choice and from the comments I've read across multiple threads that seems to be what a majority of the community wants.
Total time to reach level 50:
https://i.imgur.com/M8V1Wm3.png
Increment per level:
https://i.imgur.com/zk2fjSz.png
Details:
https://i.imgur.com/CrI39Q2.png
Personally I'd rather level up individual classes to a short cap and try out many ways to play rather than raise one class to a high cap. The worse thing you could do is pull a ffxiv (good game despite the grind) and add high caps to all your classes.
More important for me to steadily gain new abilities and/or augments than to vertically rise to Level 50+ power.
I would prefer to have shallow vertical progression and wide horizontal progression.
I'd rather vertical progression not be so high that we're one-shotting Level 10s.
Always having a progression goal just feels good as a player. Being a level 50 in a level 50 cap game just feels bland because shortly into the games life everyone is that level and hardcore players don't feel as rewarded.
The generic start at level 1, level cap at ~50 system is pretty boring imo and it always feels like levels 1-49 is just a long "tutorial". I always tell my friends in those games that, "The game doesn't really begin until you're 50". Obviously they might be able to pull it off so it doesn't, but most games with leveling systems like that don't pull it off well.
I would prefer the main progression to be horizontal and eternal sum of sub progressions.
Then everyone can clearly see who the veterans are without getting wrecked by ever escalating buffs, simply because they played the game longer and dont need skill anymore.