Strevi wrote: » How can this game, based on caravans, nodes wars and risk vs rewards be adjusted to let players see and enjoy these aspects while leveling up?
Strevi wrote: » Why would anyone go through this 2nd and 3rd time?
NiKr wrote: » Or, alternatively, those low lvl people can just do that content at low levels. L2 was the same at low lvls as it was at the top ones. That's the beauty of a sandbox game - you can have fun as soon as you want. And Steven has already said that their plan is to provide fun content all throughout the leveling process rather than just at the end.
Hartassen wrote: » The whole point of an MMO or an RPG is the journey. Leveling is part of the journey, so is finding an equipping new gear and unlocking more of the story. Removing any of these components will effectively ruin the journey.
Ehrgeiz wrote: » Edit : Dungeons and Raids which fit to your Gearscore instead to your level, would be a big help already ! absolute disgusting
Mr_MaDrupalow wrote: » Dungeons and Raids which fit to your Gearscore insted to your level, would be a big help already ! Ehrgeiz wrote: » Edit : Dungeons and Raids which fit to your Gearscore instead to your level, would be a big help already ! absolute disgusting Okay ! You prefer the easy way? Going into a Dungeon/Raid with a level 10 recommendation with your level 50 group and oneshotting everything?
Ehrgeiz wrote: » yes and looting 2 copper, an apple and a green item worth 5 copper.
Mr_MaDrupalow wrote: » @Nova_terra what I mean is that if you run a level 10 dungeon as a level 50 player, you will rush through that dungeon in no-time. Yes you would get the same low level rewards but you could spam those. Which would lead to a perma-empty dungeon, if it is not instanced. And that leading to other players not being able to run that dungeon until somebody comes up who is stronger than you and kills you. Seems pretty unbalanced to me. But if the Dungeon adapts to your Gear - not the other way around, People will always have the challenge inside there. PvP and PvE sided. This would prevent spaming because you will be in there for a long time. Of course to that would come a loot adaption aswell. When you are running "Joses garden" with 1000 GS you should get more than Ehrgeiz wrote: » yes and looting 2 copper, an apple and a green item worth 5 copper. You probably would get Mithril Ores to gather or enhacement stuff And if you run "Joses Garden" with 100 GS you would get still get more than Ehrgeiz wrote: » yes and looting 2 copper, an apple and a green item worth 5 copper. like Iron Ore, Gear, Weapons with 120 GS or so
neuroguy wrote: » Leveling is a way to time gate power progression and serves several key purposes. It can help introduce game mechanics and class mechanics in piecemeal ways so that players can learn and experiment without being bored or overwhelmed. It provides content to look forward to and aspire to, whether that is content to overcome like dungeons and bosses or new skills/mechanics that you unlock. Max level, in my opinion, is a useful concept to communicate to the player that their ability-based power progression has come to an end vertically speaking. If there was no leveling and only gear set players apart, it would risk classes being either too simplistic or overwhelming to new players. It also removes time gates that can build anticipation and excitement. All of that being said, I can sympathize with wanting to shake up leveling as a concept. I proposed an idea where XP bars were hidden or just provided ~20% progress markers for each level to discourage min/maxing lvling or hunting optimal strategies. Not quite the same motivation or outcome as your proposal but you know. Though, one of the IS mods pretty much said they are not likely to do anything quite that dramatic. Link here if you're interested.