Level Distribution Over Time
Hello all!
New to forums and AoC and have tried to stay a "virgin" with AoC stuff so that when it comes out, nothing feels spoiled because I knew it was a thing already. I followed, very heavily, ESO development and turned out very disappointed in the final product so I don't really want to copy that here.
One question that I am curious how this game will tackle (if at all since most MMORPG's don't care and have a sort of "Sucks to suck" attitude alongside their playerbase), is level distribution over time.
Background: As I'm sure tons of people probably know already, any MMORPG on the market today is at least a few years old. This amount of time is more than long enough to see the vast majority of players at level cap and even their alts at level cap. What this means is, is that when a new player gets into any of these MMORPGs there is a severe amount of FOMO (except, in this case, it's more like STMO sad that you missed out). A lot of MMORPGs will throw out an expansion and it will renew some of the player base and maybe bring in new players, but for the most part the new player experience going into the game is vastly difference day 1, month 1, and year 1 in most any MMORPG.
Inquiry: The question is, what systems and elements of AoC are in place that might do the following?. . .
1. dissuade toxicity towards new players in the future for "being a noob" (FFIXV has the newbie leaf symbol for example).
2. encourage grouping with people of various levels so the world doesn't feel empty save for high lvl zones a year in.
3. Varied content to the leveling experience to encourage multiple characters (there's obviously a limit to this and repeat-content will be a thing).
4. Rewards/incentives for people to make new characters?
5. New player friendly UI/Combat that doesn't REQUIRE mods to be good at the game. (FFIXV having 0 mods compared to WoW requiring players to get 1000 mods.)
Personal Opinion(feel free to ignore haha): I think this is an issue with MMORPGs that people who have been in at day 1 and stick to the game never realize and, ultimately, creates the 1st point in the inquiry over the longevity of any MMORPG's lifespan. I'm always intrigued by games like Neverwinter which had player-made content (although poorly implemented) or ESO which had mass PVP very early on (although, the balancing became absurdly abhorrent to deal with). I by no means think that this is a "make or break" for any MMORPG, but they are games which encourage multiplayer gameplay.
Maybe a bit contrary to widespread belief, I don't believe anything in game development (video game or otherwise) exists without a foreseen or possibly unforeseen reason for its existing. What I fear is that if my wife & I end up really enjoying AoC when we get it on release, within 1-3months of said release, new players will become irrelevant and discouraging when I pressure my friends/family members to all join as well. That kind of word of mouth is incredibly healthy for exponential growth, but if the game's systems cause for delayed joiners to not enjoy the game as much as launch players - it will only detriment the game as a whole.
While WoW might be an obvious candidate to cherry pick here as to their poor new player experience, I think in my mind EVE Online is a better example. Incredibly dynamic, nuanced economy, rivaling player run factions that are all very much player made. However, if you have tried to get into it in the past decade, you missed the mark massively as it really just revolves around the 100k or so people who play it and have sort of made it a "cliquey" game.