From the
parent thread:
There is one effect that long term leveling has on games like Ashes which actually does matter. Whether people consider it 'skill' or not, drastically differs, ofc.
Long leveling phases in games tuned around Food Buffs/Item Repairs, force players to have economic skills, or a type of social skills meant to replace those economic skills, to avoid slowing down.
So, whether you think it's good or bad, that this is necessary, I'm here to argue that in Ashes it is a fact that longer leveling would result in more engagement with more systems that require additional skills, and that would, itself, be moreso 'playing the game'.
This is the reason why I (possibly incorrectly) always assume that games which are meant to have serious economies and long leveling phases, will be like this, and the leveling will matter quite a lot. For this to really impact things, leveling can't be too much faster than Ashes, and I definitely understand why a lot of oldschool players would want it to be slower.
I personally just don't want it to be slower if the Economy is a certain way, because then it's not engaging or challenging. I also don't want all the Econ Challenge to be pushed to the endgame part, since I think this makes games worse in terms of retention and the 'casual v hardcore' gap.
my point is without economics increased leveling experience doesn't slow down larger (hardcore) guilds
Strikethrough text is mine, but done due to Mag's clarification in a later post.
I think this is one of the most complex parts of Ashes and affects the balances. Leveling speed, economic system, Item Repair, and PvP competition, all have to combine into some sort of 'intended experience', right? Even with the 'let's test and see what sticks' approach Intrepid sometimes has, maybe it has to 'stick' relative to a goal that we just can't fully see yet.
I think that, as Ashes is right now, Econ design + Longer leveling slows down
large guilds, and gear maintenance + longer leveling slows down
hardcore guilds. I also believe that the effects of both these things do the correct (intended?) thing of making Nodes important, either for guilds, or in general for guildless players, because a good Node is the way to 'push back against the limiter'.
So as an obviously econ biased player, I'm against quick leveling because I think it would advantage Large and Hardcore Guilds unnecessarily and diminish the Node system.