Heljy wrote: » Should a low-level reward necessarily be less than a high-level reward?My opinion A level 10 player who plays 10 hours in an area of his level, implies as much as a max level player who does the same, if we put aside the additional challenges like raids. So I think he should be rewarded for his efforts in a sustainable way. For example*: - Reputations that remain useful from level 1 to max - Quests that give useful access at high level - Sequences of actions throughout the progression that end up being relevant at high level (raise a jewel in quality as the lvling) - Acquisition of currencies usable at any time - etc.*I say anything, that’s what comes to mind immediately. In fact, I find that the involvement in the progression is much stronger in the case where we know that everything we do, will not be rendered useless by the rise in level. The negative counterpart of such a system can be a loss of interest in some mid-lvl content: a question of balance without doubt. In short, I wanted to share this reflection with the community. What do you think? What kind of mechanics do you think are relevant to make low-level play relevant in the long run? ps : english isn't my first language, i wish i'm understandable
Percimes wrote: » I'd say the best rewards are those that expend what your character can do. It goes for both horizontal and vertical progression. Getting your first mount is great. That first big bag that grow your inventory space is a godsend at low level. Once a new door is open though, it's more an incremental ascension: the new mount goes a bit faster, the new bag is a bit better, the new sword as bigger stats and might look better, but it could allow you to defeat mobs you couldn't before.
GrappLr wrote: » Absolutely true to an extent. Most of your best rewards have to be at the highest level, nothing else makes sense. But, having horizontal progressions that start at level 1 are great as well. There being meaningful things you get at level 10, that help you at 50, is a huge deal. It makes the leveling process feel like journey where every step matters, and not just a "chore" that means nothing, and the game "starting" at level 50.
Spif wrote: » Low level content won't be a challenge at max level. Why should it give rewards that are meaningful at 50? That just means 50's will camp lowbie areas, ruining the lowbie content. That said, I very much like the idea of higher quality items being good for longer than a couple levels even with AoC's slower leveling pace. If I kill a L10 dungeon boss at L10, I want the blue drop from it to be better a L15 green. If I get a lucky purple drop from that boss, I want it to be better than a L20 green. Saying it another way, I want rarity progression to be a lot more meaningful than level progression in an item. Although, given that very few items are going to bind to a character, I get the feeling that there will be a glut of blues on the market