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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.
How fast should a player get to Level 10 ?
title speaks for itself ~.~
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level 1 = 10000 xp
level 2 = 10000 xp x 2 = 20000
level 3 = 20000 xp x 3 = 60000
level 4 = 60000 xp x 4 = 240000
level 5 = 240000 xp x 5 = 1200000
level 6 = 1200000 xp x 6 = 7200000
And so forth it may seem like a lot of grinding, but I want the game to last as long as it can plus from a role-playing perspective we have no idea about this world so a mage should take months if not years to become a master. That how I see it anyway.
p.s I meant to press 4-5 month not 1-2 months
Play time (accumulative)
2 Hr - lvl 2
4 hr - lvl 3
8 hr - lvl 4
12 hr lvl 5
18 hr - lvl 6
24 hr - lvl 7
36 hr - lvl 8
48 hr - lvl 9
60 hr - lvl 10
Then 12 hours of play time per level after that, although if that slowly grew to 18, then 24, then 36 and so on I would be happy. I think by level 50 the time frame would be huge and I would be okay with that, but I doubt most of the player base would be.
This is just my opinion though, and I would prefer to stay at the earlier stages longer while being able to quest and explore. When I play D&D, the first 4 levels are generally my favorite though.
I'm hoping that with a complex system that Ashes seems to offer that it will be a game I can play for years, and that there is enough content to keep people interested in many areas that a slow progression will be meaningful.
I don't necessarily care about levels as long as there is a decent supply of augments available.
@Dygz Was this confirmed?
I thought they were still playing with the idea and didn't even know the max level yet. I believe they tossed out level 40 as max, but I don't even know how far people got in Alpha 0 for testing.
I think it really takes away from the engagement and satisfaction when, like in other MMOs, you can grind for 3 months and max out and then.....start over? This is a shortsighted approach to a game that should have a solid 10 year life span.
As a side note, when numbers get bigger small things matter more. I'd prefer to not see, say a certain damage class, be capable of grinding at a considerably faster pace with large time lines.
Example
If it takes 100 days to max lvl for most, and a class "x" can do that in 50, that's kinda lame for those not that class.
However if it takes 1000 days to max lvl for most, and that class "x" can do it in 500, that's a terrible gap that can't be surmounted on any meaningful time line.
Lots of stuff are not in A0 yet.
But, as we contemplate the design and how quickly we think it should take us to reach Level 10 or Level 30 or Level 50 - just keep in mind the associated repercussions of reaching the point when we can dual-class.
As JWetze1 stated, I don't necessarily care as long as there is plenty of diverse content and I don't feel stuck doing the exact same thing day after day after day.
As I play Bless Online, I feel like I'm basically using the same handful of skills in every battle. And there is very little risk of losing a battle.
Somehow the variety of mobs and tasks is still interesting enough to not feel monotonous...yet.
In Ashes, it seems as though progressing the nodes should provide a decent variety of mobs and tasks - so the world won't feel stagnant even if our basic skills were relatively static... but, we should be able to change the monotony of "static" skills via augments.
Also, in addition to class progression, we have racial progression and social progression and religious progression.
I want to feel like I am making progress.
As long as that is possible via node, racial, social, and religious progression... it may not matter much to me how long it takes to reach Level 10 of class progression.
I think the key is that class progression needs to feel as though it's balanced with node progression - to the extent that we're able to successfully combat local mobs.
In Dungeons and Dragons, there was no "max level", but it was all assumed to be level 20 before you get in to the "epic" levels, or craziness, and start picking fights with Gods. The whole concept of "experience" is what allows you to become stronger.
For example, a Wizard - until he learns the crazy spells at higher levels, is pretty much threatened by any person sneezing in his direction until his hit points get high enough. And even then, if he's not prepared, almost anybody can still be a threat. But, with very clever uses of those spells and proper preparation, he can threaten some unbelievably powerful opponents that are way stronger, or a higher level, than he is.
In the same way, as much as I would love leveling to be way more meaningful in the experience, I still want the real challenge of facing somebody with a different skill level or different situations. To pick a number - if there was a level 13 rogue fighting a level 20 mage, I would reasonably expect the rogue to have the upper hand if he can sneak up on the mage and get in a good first sneak attack.... But, if the mage is prepared or expecting it, I imagine the mage to blow him to pieces before he gets close. The mage shouldn't be that much stronger, if at all - but his repertoire of spells and skills should give him a larger advantage.
but in truth its always nice to see what everyone thinks
But this isn't a Diablo game.
I'd prefer the skill of players to outshine the luck or wealth of players. By that I mean, if you get lucky and some badass gear drops for you, and I have crafted normal gear, I should still have a solid chance of beating you based on skill selection, timing and footwork.
I can always go grind more levels to increase my power. And so can everyone else with equal opportunity. But if I never get that lucky drop, I shouldn't be relegated to a default loss to those who do. Leave luck in the casinos and skill in the games.
Also, it should be a moot point, but lots of awesome gear is a key mechanic that p2w games turn to. Buy that gear, beat everyone who didn't. Not even having that possibility sound great to me.
-CS
I truly feel as though that it should take longer than ... " 1 week = LvL 10 "
I'm hoping that it'll feel almost like RuneScape
- Only difference from RuneScape is that .. each " category " won't be given to the Player at the Start of the Game. Rather, I'm hoping that Intrepid allows Players to EXPLORE & FIND-OUT about the Secretive-Aspects of Ashes of Creation.
- Along side the fact that Node-Progressive will also be slow ... the Unknown could be Vast. Some things aren't accessible until after a Node Levels-up. And the ZOI of that same will also react to the Node Leveling-up. Plus, each ZOI will have a mixture of NPCs Level - meaning that not every NPC will be at a set-level range
- ( via such as having one area being NPCs at from Lvl 10 - 15 ... rather it vary ; you might see LvL 8, a Lvl 27 and a LvL 16, all in one spot ... or i think )
- (and other things )
in short, if the Leveling is not long it, won't fit with the Environment & ideas that they have set-out. But it'll ultimately be dependent on how much emphasis LvL has on the of the Victor of PvE NPCs & PvPBecause i was thinking more of Original EverQuest leveling
How much emphasis should LvL have on the Player(s) Winning via PvE & PvP ?
How much emphasis should Gear have on the Player(s) winning in PvE & PvP ?
Basic set [1-3] --> Expert [4-14] --> Companion [15-25] --> Master [26-36] --> Immortal [Transcended beyond levels]. With a couple years in-between while the devs worked on fleshing out the rules. I think AD&D 1E topped out around Level 20.
With D&D, you couldn't really do very much at lower levels.
Very few abilities available to the Mage or Cleric or Thief per day.
But, online RPGs give us access to a wide range of combat abilities - seemingly at the expense of a derth of non-combat abilities. Especially, MMORPGs.
I typically prefer using Charisma and Dexterity to avoid combat.
But, it's really not necessarily all about vertical power - horizontal power can be just as good. A variety of tools in the tool belt to overcome challenges can be jest as fun as immense power.
In MMORPGs, it's typically about gaining crazy powers to become a Superman. But, Batman can be just as fun to play - just different.
A Level 20 Mage should have enough magical armor to avoid being taken out by a Level 13 Rogue... as well as plenty of minions and warning spells.
But, that's a derail from the topic.
I want to be able to log into the game and feel like I'm progressing through an entertaining story rather than being stuck repeating the same content or the same tasks day after day.
Typically that's going to be by gaining new skills/abilities. And that needs to happen at a reasonable pace. But, the skills don't necessarily have to be vertical in power.
New could be acquiring Ice spells to trap opponents rather than using Fireball to incinerate opponents.
New could be Turning Undead rather than destroying them via melee.
In Ashes, preferably, whatever is new still fits the roles of my class, race, religion and social organization. But, doesn't necessarily have to be an increase in power.
- Whats the point of being at LvL 1 if some activities are meant to be done at LvL "x" ? Whats significance does Lvl 1 have, if its constantly treated as another stepping-stone with nothing noteworthy ?
- What can I do at LvL 1 ?
- Will LvL prevent me from doing activities ?
- How much of a Difference will being at Lvl 1 vs LvL 7 be ? Does a LvL 1 has any sort of chance of beating/ defending against Player who has a higher LvL than he/she ? If so, what sorts of options do i have
- ( in which case, I quote myself from above ... )
Feels like a no brainier to meBut I've definitely thought of that too though
Ideally id want the first couple of levels to be fairly fast and the mid point semi fast and the last levels the slowest. So if you have 50 max levels, 1-20 could be fairly fast, 20-40 it starts to slow down but it's not daunting. Then 40-50 can be the slowest part of the leveling.