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Leveling Speed

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Comments

  • FlankerFlanker Member, Alpha Two
    @Xeeg don't wanna quote that long message, but you can add Enchanting to the list as well
    n8ohfjz3mtqg.png
  • NeverNoFearNeverNoFear Member, Alpha Two
    It can be even slower the leveling speed doesnt really matter but the problem is most of the games on the market you cannot do anything fun in the game until you reach max level so if it will be like that i would like it to be faster. if leveling enjoyable and you can still do fun contents and play the game like normal doesnt really matter
  • It can be even slower the leveling speed doesnt really matter but the problem is most of the games on the market you cannot do anything fun in the game until you reach max level so if it will be like that i would like it to be faster. if leveling enjoyable and you can still do fun contents and play the game like normal doesnt really matter

    Can be true. But for me it's mainly an économical issue (between other potential issues) I don't to grind just for grinding. I alway liked crating and doing business in game (in real life too). In MMO's I like when you can find, craft, sell items a good price, whatever you are level 10 or 50.



  • SmaashleySmaashley Member, Alpha Two
    I think the game should push you to get max level no matter what. It only depends if the leveling process is enjoyable.

    What i don't like about big MMOs is the HUGE gap between hardcore/long term players and casuals/new players in levels. Mainly because if the server is 4 years old and it takes 300-400h of playtime to achieve lvl 50, new players will feel like they have a too long journey to achieve the same levels as hardcore players. And this is not to say if Intrepids doesn't increase the level cap. Gw2 does this well because at a certain point in the game, we all have the same power, so it's only a matter of knowledge and build varieties.
  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    NiKr wrote: »
    Slower

    I would love it if it took 6 to 12 months for the majority of the players to get max level.
  • XeegXeeg Member, Alpha Two
    Smaashley wrote: »
    What i don't like about big MMOs is the HUGE gap between hardcore/long term players and casuals/new players in levels. Mainly because if the server is 4 years old and it takes 300-400h of playtime to achieve lvl 50, new players will feel like they have a too long journey to achieve the same levels as hardcore players. And this is not to say if Intrepids doesn't increase the level cap. Gw2 does this well because at a certain point in the game, we all have the same power, so it's only a matter of knowledge and build varieties.

    So far I have been agreeing with Intrepid's approach to levelling. ~250 hrs to max level seems like a solid amount of time that it is a meaningful achievement to hit 50. Plus, at launch we will all be in similar stages so if we lag behind by a few weeks or so its not a big deal.

    But people joining later in the game might feel like it is just 250 hours before they can "play with everyone else".

    It might just be one of those issues that Ashes has to tackle as it comes. What makes great MMOs is the dev team watching the player base and responding to what is working well and what isn't. The game at launch doesn't have to be the same game 1 year later or 4 years later. They are getting a subscription fee for a reason.

    Another thing to think about are exponential tiers of character power (as opposed to character level). If it takes 50 hours to get 50% of max, 250 hours to 75% of max (at level 50), and 1000 hours to 100% of max, then there is a huge time overlap where the majority of players are in the same ballpark when it comes to raw character power.

    This method could allow characters to have all these different sources of character power, including levels, while still keeping the game mostly skill based. 2 level 40s could still gank a decked out 50, possibly.

    They have already talked about how they aren't going to have artificial level scaling, ie; combat modifiers based on level difference, like miss +5%/level or something. So that can play into this as well.

  • Ethanh37Ethanh37 Member
    edited March 16
    Mag7spy wrote: »
    Ethanh37 wrote: »
    Mag7spy wrote: »
    I don't agree with you and that is why i find the root of your answer tot his wrong. 25% end game content pretty much means no content. You spend all this time leveling and you have a minimal amount of content to do and there aren't even instances lmao.


    not agreeing with me is fine miss Quoting me is not. i said 25% end game and if its good people will stay if not you will lose retention. the 25% end game content is the whole point of the game its the repayable loop that encompasses guild wars, caravan events, world bosses, high level uncovered raid bosses, castle sieges, high level questing that's opened due to high level nodes. and this content is repayable endlessly as its more player driven content as to where and when it will be available and when its available. and I'm not saying its like this I'm saying that how i see it would work out right now.
    Mag7spy wrote: »
    You are looking at node progression in the wrong way its more like keys that unlock content with a complex form of logic tied to other events that can open up because of node growth. It isn't players of this lvl did this so content scales to these levels of players. The only scaling they talked about was dungeons becoming more difficult based on progression.

    we know that nodes level up and that could be tied to other events to open up more content/events. but we don't know that it is not tied to the avg players level that gave it node exp to level. or the avg level of it citizens, or any of those thing. but you clearly say it is not. that's another opinion of yours and not a fact. as they haven't talked about a lot of the mechanics in the game, i prefer to be on the open side of thing and have a discussion where it might be possible until there a reason why it wouldn't be... and i don't see a reason why it couldn't be tied to the avg level of players gaining exp for the node.
    Mag7spy wrote: »
    This also works against what they talked about having lower level and high level players coming to the same town. It would mean a level 50 town wouldn't see lower levels because its scaled to those levels for most its content.

    towns wont have levels but say the avg player gain exp to a level 5 node was 50max we know the nodes around them will become vassals and so the content for the main node might be 50 and maybe one other node but the other nodes its tied to might be 40 and 30 a spread out, and that wouldnt stop anyone still going to that town and using it or even getting quests from it if you were lower level you would just have to be carefull of the PVE content in that area as its not for you yet....

    again we know there are only a certain amount of higher tear nodes so there will still be plenty of lower nodes/towns for lower level players. as for "mob scaling" it is one of the worst PVE content there is(dont agree with it at all, its lazy). i like walking into a area and seeing level 35 mobs when I'm level 25 it means i shouldn't be there yet and its content i have to look forward too..

    Tell me something positive about level scaling that you like? explain your best way, you could see ashes levelling work out in the world....?

    Not miss quoting in fact if u are counting pvp end game in that 25% than your take is even worse than i thought....

    Again you are making things up node level is not tied to the level of players leveling it up....please stop bringing up that point or bring a quote that says based on the level of people contributing the mobs in that area are of that node I've already mention how what you are saying doesnt make sense for what they are going for in previous post you are just repeating this...

    You missed the point of my post... about levels. Increasing levels of lower level mobs intended for less tool set of players does not equal a greater challenge. Im leaving it at that and not talking about mob scaling as that wasnt the point of my comment.

    I didn't really appreciate any one saying stop thinking or stop taking about this its a very closed mind set that really sets how people see you, so i felt the conversation with you was done how ever a really good video come out from ashes of relation and i think people should watch it. in the early part of the vid https://youtu.be/hzK_EAdCFEU?t=178 a dev is talking about commissions and how the server, the world stats and the nodes are looking at the world and the players in it to decide what content to give out to you. while he does not say the words the nodes content is chosen by the avg players with in its ZoI he does say something very similar. the video is a great example that if levelling speed is in the 500hrs mark that there is going to be so much dynamic content that it will be a joy to play though constantly different.

    also predictive text made my last Question to you come out wrong and i was asking of something positive about level speed (not scaling).
  • Mag7spyMag7spy Member, Alpha Two
    Ethanh37 wrote: »
    Mag7spy wrote: »
    Ethanh37 wrote: »
    Mag7spy wrote: »
    I don't agree with you and that is why i find the root of your answer tot his wrong. 25% end game content pretty much means no content. You spend all this time leveling and you have a minimal amount of content to do and there aren't even instances lmao.


    not agreeing with me is fine miss Quoting me is not. i said 25% end game and if its good people will stay if not you will lose retention. the 25% end game content is the whole point of the game its the repayable loop that encompasses guild wars, caravan events, world bosses, high level uncovered raid bosses, castle sieges, high level questing that's opened due to high level nodes. and this content is repayable endlessly as its more player driven content as to where and when it will be available and when its available. and I'm not saying its like this I'm saying that how i see it would work out right now.
    Mag7spy wrote: »
    You are looking at node progression in the wrong way its more like keys that unlock content with a complex form of logic tied to other events that can open up because of node growth. It isn't players of this lvl did this so content scales to these levels of players. The only scaling they talked about was dungeons becoming more difficult based on progression.

    we know that nodes level up and that could be tied to other events to open up more content/events. but we don't know that it is not tied to the avg players level that gave it node exp to level. or the avg level of it citizens, or any of those thing. but you clearly say it is not. that's another opinion of yours and not a fact. as they haven't talked about a lot of the mechanics in the game, i prefer to be on the open side of thing and have a discussion where it might be possible until there a reason why it wouldn't be... and i don't see a reason why it couldn't be tied to the avg level of players gaining exp for the node.
    Mag7spy wrote: »
    This also works against what they talked about having lower level and high level players coming to the same town. It would mean a level 50 town wouldn't see lower levels because its scaled to those levels for most its content.

    towns wont have levels but say the avg player gain exp to a level 5 node was 50max we know the nodes around them will become vassals and so the content for the main node might be 50 and maybe one other node but the other nodes its tied to might be 40 and 30 a spread out, and that wouldnt stop anyone still going to that town and using it or even getting quests from it if you were lower level you would just have to be carefull of the PVE content in that area as its not for you yet....

    again we know there are only a certain amount of higher tear nodes so there will still be plenty of lower nodes/towns for lower level players. as for "mob scaling" it is one of the worst PVE content there is(dont agree with it at all, its lazy). i like walking into a area and seeing level 35 mobs when I'm level 25 it means i shouldn't be there yet and its content i have to look forward too..

    Tell me something positive about level scaling that you like? explain your best way, you could see ashes levelling work out in the world....?

    Not miss quoting in fact if u are counting pvp end game in that 25% than your take is even worse than i thought....

    Again you are making things up node level is not tied to the level of players leveling it up....please stop bringing up that point or bring a quote that says based on the level of people contributing the mobs in that area are of that node I've already mention how what you are saying doesnt make sense for what they are going for in previous post you are just repeating this...

    You missed the point of my post... about levels. Increasing levels of lower level mobs intended for less tool set of players does not equal a greater challenge. Im leaving it at that and not talking about mob scaling as that wasnt the point of my comment.

    I didn't really appreciate any one saying stop thinking or stop taking about this its a very closed mind set that really sets how people see you, so i felt the conversation with you was done how ever a really good video come out from ashes of relation and i think people should watch it. in the early part of the vid https://youtu.be/hzK_EAdCFEU?t=178 a dev is talking about commissions and how the server, the world stats and the nodes are looking at the world and the players in it to decide what content to give out to you. while he does not say the words the nodes content is chosen by the avg players with in its ZoI he does say something very similar. the video is a great example that if levelling speed is in the 500hrs mark that there is going to be so much dynamic content that it will be a joy to play though constantly different.

    also predictive text made my last Question to you come out wrong and i was asking of something positive about level speed (not scaling).

    You are not understanding half the points I'm talking about so im just sounding like a broken record. There are a lot of points ive already brought up.

    At the core i dont' agree with you say there is 25% end game and in that 25% you are including pvp lol. So you are pretty much saying there is nothing for people to do at max level but a few pieces of content..
  • AzphelAzphel Member, Alpha Two
    Hello, I also believe leveling should be slower. Getting gear should be slow as well, it was always a fantastic experience when you got green or blue gear in previous games, before everything was rushed and games were in a hurry to give players gold or above level items. Leveling up was an achievement and not just an expectation.
    Please make things hard for us so they are meaningful!
  • AszkalonAszkalon Member, Alpha Two
    I want to level so slowly that the Grass growing next to me is telling me what for a Slowpoke i am.
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    ✓ Guild is " Balderag's Garde " for now. (German)
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Flanker wrote: »
    Don't forget that new player who starts 6 months after the launch will play on a server with high level nodes, cheaper gear etc., so I'm pretty sure his progress will be much faster
    Maybe... we'll have to see how long high level Nodes remain standing before they are destroyed in a Siege.
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    Can't relate to wanting excessively slow leveling speeds. 45 days of lengthy play-sessions is plenty to understand your adventuring class, and Ashes has plenty of horizontal progression pathways that you'll still have to pursue.

    There is no benefit to drawing out leveling beyond its use as a teaching system, and it ends up necessarily segregating players into players who can comfortably no-life the game and those that can't.

    Ashes is already imo catering too much to the no-lifer play style. No need for it to infect leveling too.
  • AszkalonAszkalon Member, Alpha Two
    Dygz wrote: »
    Maybe... we'll have to see how long high level Nodes remain standing before they are destroyed in a Siege.

    Sir Steven said People will be able to hire NPC Troops as Mercenaries, right ?


    So i assume it will be "heavily" influenced and/or depending if a Node is destroyed somewhat quickly or might stand tall and proud for several RealLife Years from how much Players are willing and able to invest into defending it.


    It would be nice if People could make a Node super-hard to destroy if they just don't shy from high Expensives for a good while. It would reward high Effort and financial Sacrifice - and would secure People's Feeling of Safety regarding their Nodes. :smile:
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    ✓ Guild is " Balderag's Garde " for now. (German)
  • AzphelAzphel Member, Alpha Two
    Caeryl wrote: »
    Can't relate to wanting excessively slow leveling speeds. 45 days of lengthy play-sessions is plenty to understand your adventuring class, and Ashes has plenty of horizontal progression pathways that you'll still have to pursue.

    There is no benefit to drawing out leveling beyond its use as a teaching system, and it ends up necessarily segregating players into players who can comfortably no-life the game and those that can't.

    Ashes is already imo catering too much to the no-lifer play style. No need for it to infect leveling too.

    This doesn't mean it's catering to no-life playstile, in my humble opinion. There will always be plenty of people around your level to do things with. A longer, more meaningful leveling experience just makes it all the more rewarding.
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    edited September 29
    Azphel wrote: »
    Caeryl wrote: »
    Can't relate to wanting excessively slow leveling speeds. 45 days of lengthy play-sessions is plenty to understand your adventuring class, and Ashes has plenty of horizontal progression pathways that you'll still have to pursue.

    There is no benefit to drawing out leveling beyond its use as a teaching system, and it ends up necessarily segregating players into players who can comfortably no-life the game and those that can't.

    Ashes is already imo catering too much to the no-lifer play style. No need for it to infect leveling too.

    This doesn't mean it's catering to no-life playstile, in my humble opinion. There will always be plenty of people around your level to do things with. A longer, more meaningful leveling experience just makes it all the more rewarding.

    There's psychological tricks that might make you personally place higher value on the max level, but it's not actually more rewarding to extended the leveling processing.

    Edit: Be mindful that leveling is more than anything else, an enforced time sink, during which systems are gradually introduced with the intention that you'll learn your class and the game systems over the duration of that time sink.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Aszkalon wrote: »
    Sir Steven said People will be able to hire NPC Troops as Mercenaries, right ?
    As Mercenaries to do what, when....???


    Aszkalon wrote: »
    So i assume it will be "heavily" influenced and/or depending if a Node is destroyed somewhat quickly or might stand tall and proud for several RealLife Years from how much Players are willing and able to invest into defending it.
    It does depend on how long Nodes stand.
    And we don't have enough data to support assumptions about how easy it will or won't be for newbie player characters to Level 6+ months after Launch.


    Aszkalon wrote: »
    It would be nice if People could make a Node super-hard to destroy if they just don't shy from high Expensives for a good while. It would reward high Effort and financial Sacrifice - and would secure People's Feeling of Safety regarding their Nodes. :smile:
    Depends...
    Super-stable Metros make for stagnant content in Ashes...
    We'll have to play to know how nice that might be.
  • DepravedDepraved Member, Alpha Two
    i think leveling will slow down during release when all the node progression systems are implemented. leveling speed will be tied up to the level of the nodes. if there are no high level nodes, there won't be any high level monsters or quests.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited September 30
    Azphel wrote: »
    A longer, more meaningful leveling experience just makes it all the more rewarding.
    I'm pretty sure I disagree with that. I think Bill Trost also disagrees with that.
    Margaret probably agreees with you. Streven probably agrees with you.
    That is, of course, more of a Hardcore playstyle thing.
  • DepravedDepraved Member, Alpha Two
    just because the leveling take slonger, doesnt mean its more meaningful or very rewarding...there have to be other elements that make It so
  • Depraved wrote: »
    just because the leveling take slonger, doesnt mean its more meaningful or very rewarding...there have to be other elements that make It so

    This is true but many other elements become less meaningful if the leveling is fast. It's all a question of balance.
  • FlankerFlanker Member, Alpha Two
    Wait, it's been like ~10 comments already and not a single person has accused me in "bumping another thread about Leveling from forum alt account"? No way
    n8ohfjz3mtqg.png
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    Myosotys wrote: »
    Depraved wrote: »
    just because the leveling take slonger, doesnt mean its more meaningful or very rewarding...there have to be other elements that make It so

    This is true but many other elements become less meaningful if the leveling is fast. It's all a question of balance.

    225 hours over 45-60 days is plenty of time to make use of gear. Progression through levels is vertical, so you'll never be losing power by holding onto gear for an extra level or 5.

    There are no other systems that are hardwired in leveling speed.
  • AszkalonAszkalon Member, Alpha Two
    Dygz wrote: »
    As Mercenaries to do what, when....???

    Help Players to defend the Nodes against Attackers ?

    Dygz wrote: »
    It does depend on how long Nodes stand.
    And we don't have enough data to support assumptions about how easy it will or won't be for newbie player characters to Level 6+ months after Launch.

    Wasn't there like a Statement or several that Nodes need to conquer and subdue other Nodes to grow into LvL 6 Metropolisses ? :open_mouth:

    I don't think it will be that easy. But not like we are going to test that anytime soon. That is at least still a good Year from here on. :sweat_smile:

    Dygz wrote: »
    Depends...
    Super-stable Metros make for stagnant content in Ashes...
    We'll have to play to know how nice that might be.

    Oh geez. You might be right. Maybe a super-stable Metro would be horrible for many People who would love some change in the World of Verra and might never get it - as long as a certain few Locations are always with a Metropolis.

    But when the Metropolis CAN. NOT. otherwise than fall someday >:) that would also make for nice Content against the feared "Mega-Guilds" and their wannabe-superior, eternal Reign and Rule. Like +400 to +500 Super-Elitist Players defending the Node every Day all Year long and STILL lose it at some point. 🤣 🤣
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    ✓ Guild is " Balderag's Garde " for now. (German)
  • DepravedDepraved Member, Alpha Two
    Myosotys wrote: »
    Depraved wrote: »
    just because the leveling take slonger, doesnt mean its more meaningful or very rewarding...there have to be other elements that make It so

    This is true but many other elements become less meaningful if the leveling is fast. It's all a question of balance.

    sure but whats more important then? that's the question.

    slow leveling can be very meaningful in an open world PVP game if every level matters, kind of like in l2 where if you are a skill level ahead of your opponent, they have almost no chance, or mobs suddenly become much easier because your increased invisible stats, making you use less SS and saving you money, etc. but there isn't a lot to do in l2 pve beside killing mobs for exp/loot/money, aside from a few quests here and there and bosses

    i find 2 months reasonable in ashes, considering that there will be a lot of stuff to do besides killing mobs.
  • RocketFarmerRocketFarmer Member, Alpha Two
    I think there was a sense of having skin in the game by grinding for levels.

    While others want to get to the “fun” content without having to grind. Which is why there is a market for level boosts in other RPGs.

    Since AoC is a PVX sandbox, the rate of leveling may not really matter and is perhaps arbitrary. Trying to provide a sense of the old school level grind without the old school level grind.

    So looks like they’re going after a 2 month period to get to “end game”, although it’s not really end game. Some might say level 50 is where the game begins.

    I’d prefer a slower leveling experience at the rate of 5 levels per in game year (1 or 2 months real time). Meaning 10 months to reach level 50 at minimum. Node progression needs to be at least 2-5 times as slow, or exponential as the node progresses higher. So a Metropolis ought to feel like a Titan in Eve Online.
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    I’d prefer a slower leveling experience at the rate of 5 levels per in game year (1 or 2 months real time). Meaning 10 months to reach level 50 at minimum. Node progression needs to be at least 2-5 times as slow, or exponential as the node progresses higher. So a Metropolis ought to feel like a Titan in Eve Online.

    That would quickly and immediately turn a lot of potential players away. Nearly 5 months just to unlock your secondary class? Absolutely not.

    Nodes are meant to rise and fall with decent speed, because that's how content is enabled or disabled within the world. It shouldn't take 10months before we see a metro-based dungeon.
  • Depraved wrote: »
    i find 2 months reasonable in ashes, considering that there will be a lot of stuff to do besides killing mobs.

    I find reasonable the time announced of 45 days (4-6) hours per day ONLY if it's calculted on the XP time only. Otherwise it's way to short if it included side activities of the game.
  • WorfgarWorfgar Member, Alpha Two
    Azphel wrote: »
    Hello, I also believe leveling should be slower. Getting gear should be slow as well, it was always a fantastic experience when you got green or blue gear in previous games, before everything was rushed and games were in a hurry to give players gold or above level items. Leveling up was an achievement and not just an expectation.
    Please make things hard for us so they are meaningful!

    I also prefer a slower leveling experience. I don't want to rush to get max level. It should be a marathon not a sprint.
  • ZehlanZehlan Member, Alpha Two
    Worfgar wrote: »
    Azphel wrote: »
    Hello, I also believe leveling should be slower. Getting gear should be slow as well, it was always a fantastic experience when you got green or blue gear in previous games, before everything was rushed and games were in a hurry to give players gold or above level items. Leveling up was an achievement and not just an expectation.
    Please make things hard for us so they are meaningful!

    I also prefer a slower leveling experience. I don't want to rush to get max level. It should be a marathon not a sprint.

    Whether it is a marathon or a sprint that dis your choice. No one says you have to power level to 50 and bypass everything else till your max level.I have taken 3 months to get to max level when others have done it in 7 days in other games. I spent the first 9 days 12 hours per days in New World chopping trees and got to max level almost entirely on crafting /gathering.

    So in that regard my view is this isn't about people wanting to actually level slower it is actually about certain people forcing other people to level slower because they don't like people to level faster than them! Comes off as petty and not everyone gets a ribbon!
  • WorfgarWorfgar Member, Alpha Two
    Zehlan wrote: »
    Worfgar wrote: »
    Azphel wrote: »
    Hello, I also believe leveling should be slower. Getting gear should be slow as well, it was always a fantastic experience when you got green or blue gear in previous games, before everything was rushed and games were in a hurry to give players gold or above level items. Leveling up was an achievement and not just an expectation.
    Please make things hard for us so they are meaningful!

    I also prefer a slower leveling experience. I don't want to rush to get max level. It should be a marathon not a sprint.

    Whether it is a marathon or a sprint that dis your choice. No one says you have to power level to 50 and bypass everything else till your max level.I have taken 3 months to get to max level when others have done it in 7 days in other games. I spent the first 9 days 12 hours per days in New World chopping trees and got to max level almost entirely on crafting /gathering.

    So in that regard my view is this isn't about people wanting to actually level slower it is actually about certain people forcing other people to level slower because they don't like people to level faster than them! Comes off as petty and not everyone gets a ribbon!

    I am never in a rush to get to max level. I just enjoy the ride it takes to get there. I am always wanting the experience to last longer and like it when it means something to gain a level. i don't care who beats me to the finish line. It's just my personal preference.
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