Greetings, glorious testers!

Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.

To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.

Revolutionary level design idea for MMOs

TofleTofle Member
edited June 5 in General Discussion
Hello Intrepid, my name is Christoffer, and I believe I have a revolutionary level design idea for MMOs, which I really want to share with you for free, because I believe in your game and if it can make it better, that is what I want. 

My idea is that instead of having you level from 1 to 60 in a linear way, the level of a mob or boss signifies the rarity, which increases exponentially. A lvl 1 mob is very common, level 20 is more uncommon, level 40 boss is rare, Level 50 is extremely rare (or epic), and a level 60 boss is unbelievably rare (Legendary). Meaning when someone finds a level 60 boss, its gonna be a huge server event where everyone wants to come. Leveling to lvl 60 will be a monumentous accomplishment in it self, simply because finding mobs/bosses which are maybe lvl 40 or above will be very rare. Imagine that every mob has a scale of levels it can spawn within, a spider is level 1-20, a griffin 20-40, a dragon boss 40-60 and so on. With such a system most end game players would be maybe level 40-50 and if they get a level 60 item, that will sit in their bag and wait until that holy day they reach 60, if they ever do. Even instanced raids could spawn weekly with a rarity level. This would also mean that you can not simply grind your way to max level, it is dependent on finding high enough mobs so you can level, which might in the end, only be extremely rare endgame bosses. 

Dependent on how you tune this level design you could solve the ever going treadmill problem which all MMOs suffer from today. If you tune it so the real endgame PvE start at level 40, and reaching level 60 is near impossible, like getting all 99/99 in OSRS. However unlike OSRS the level is not even grindable because of the rarity of bosses above level 50 which will earn you experience, if youre leveling from 59-60. You could keep releasing new raids, new bosses aimed at level 40 and above. This system would make your level in it self have value and prestige to it.
I Believe this idea is the solution to the most fundamental problem in MMOs which is the treadmill problem that can be solved by scaling levels out of rarity and having a nearly unachievable «max level» from the beginning.

Comments

  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Nope.
  • DepravedDepraved Member, Alpha Two
    Tofle wrote: »
    Hello Intrepid, my name is Christoffer, and I believe I have a revolutionary level design idea for MMOs, which I really want to share with you for free, because I believe in your game and if it can make it better, that is what I want. 

    My idea is that instead of having you level from 1 to 60 in a linear way, the level of a mob or boss signifies the rarity, which increases exponentially. A lvl 1 mob is very common, level 20 is more uncommon, level 40 boss is rare, Level 50 is extremely rare (or epic), and a level 60 boss is unbelievably rare (Legendary). Meaning when someone finds a level 60 boss, its gonna be a huge server event where everyone wants to come. Leveling to lvl 60 will be a monumentous accomplishment in it self, simply because finding mobs/bosses which are maybe lvl 40 or above will be very rare. Imagine that every mob has a scale of levels it can spawn within, a spider is level 1-20, a griffin 20-40, a dragon boss 40-60 and so on. With such a system most end game players would be maybe level 40-50 and if they get a level 60 item, that will sit in their bag and wait until that holy day they reach 60, if they ever do. Even instanced raids could spawn weekly with a rarity level. This would also mean that you can not simply grind your way to max level, it is dependent on finding high enough mobs so you can level, which might in the end, only be extremely rare endgame bosses. 

    Dependent on how you tune this level design you could solve the ever going treadmill problem which all MMOs suffer from today. If you tune it so the real endgame PvE start at level 40, and reaching level 60 is near impossible, like getting all 99/99 in OSRS. However unlike OSRS the level is not even grindable because of the rarity of bosses above level 50 which will earn you experience, if youre leveling from 59-60. You could keep releasing new raids, new bosses aimed at level 40 and above. This system would make your level in it self have value and prestige to it.
    I Believe this idea is the solution to the most fundamental problem in MMOs which is the treadmill problem that can be solved by scaling levels out of rarity and having a nearly unachievable «max level» from the beginning.

    1- why is it bad that some people wanna rush level? let them play how they want.

    2- you are complaining about a treadmill problem, yet your solution is to never even get off the treadmill, since people wont hit max level lol. they will spend all their time looking for mobs that they might never see since someone else will kill them first.

    3- you think the whole server is gonna ally to kill such bosses? people are gonna kill each other for the bosses xD. there is already scarcity, but at least people will be able to compete on even grounds when it comes to levels. your suggestion guarantees that tons of people will never even get close to max level since they will be roflstomped by those who manage to get those levels first and camp the bosses.
  • Tofle wrote: »
    Hello Intrepid, my name is Christoffer, and I believe I have a revolutionary level design idea for MMOs, which I really want to share with you for free, because I believe in your game and if it can make it better, that is what I want. 

    My idea is that instead of having you level from 1 to 60 in a linear way, the level of a mob or boss signifies the rarity, which increases exponentially. A lvl 1 mob is very common, level 20 is more uncommon, level 40 boss is rare, Level 50 is extremely rare (or epic), and a level 60 boss is unbelievably rare (Legendary). Meaning when someone finds a level 60 boss, its gonna be a huge server event where everyone wants to come. Leveling to lvl 60 will be a monumentous accomplishment in it self, simply because finding mobs/bosses which are maybe lvl 40 or above will be very rare. Imagine that every mob has a scale of levels it can spawn within, a spider is level 1-20, a griffin 20-40, a dragon boss 40-60 and so on. With such a system most end game players would be maybe level 40-50 and if they get a level 60 item, that will sit in their bag and wait until that holy day they reach 60, if they ever do. Even instanced raids could spawn weekly with a rarity level. This would also mean that you can not simply grind your way to max level, it is dependent on finding high enough mobs so you can level, which might in the end, only be extremely rare endgame bosses. 

    Dependent on how you tune this level design you could solve the ever going treadmill problem which all MMOs suffer from today. If you tune it so the real endgame PvE start at level 40, and reaching level 60 is near impossible, like getting all 99/99 in OSRS. However unlike OSRS the level is not even grindable because of the rarity of bosses above level 50 which will earn you experience, if youre leveling from 59-60. You could keep releasing new raids, new bosses aimed at level 40 and above. This system would make your level in it self have value and prestige to it.
    I Believe this idea is the solution to the most fundamental problem in MMOs which is the treadmill problem that can be solved by scaling levels out of rarity and having a nearly unachievable «max level» from the beginning.

    Sorry, but... Ohh hell no.
Sign In or Register to comment.