Lashing wrote: » In many mmos the gear you acquire during leveling is instantly outclassed by pretty much anything acquired at max level.
Lashing wrote: » This encourages players to rush to max level and ignore all crafting because nothing they make is relevant before max level.
Lashing wrote: » My suggestion is to make the max equip level on launch level 40 (player max being 50). This means a player can start crafting earlier and it would increase their leveling speeds without feeling like they are wasting their time making gear that is irrelevant if they level more. This would also allow the devs to tie stat budgets on gear to equip level instead of some kind of item level (gear score). Say they want to make slightly better gear in a patch 6 months into the launch. That gear could have an equip level of 41 with stat profiles that reflect 1 increased level.
Lashing wrote: » This would also solve that scaling issue most games have when they increase the level cap. Where all the gear in the game has 500 item levels of power for level 50 so when players reach 51 they need items with 525 item levels of power to feel progression. Meaning gear stats spike very high at old level caps and it gets out of hand instantly. By the time the first expansion rolls out we could have level 45-50 equip requirement gear. Then if the level cap is increased the gear would just naturally flow into the new level ranges.
Lashing wrote: » In many mmos the gear you acquire during leveling is instantly outclassed by pretty much anything acquired at max level. This encourages players to rush to max level and ignore all crafting because nothing they make is relevant before max level. It also makes concepts such as item level (gear score) required so equipment can scale up in power without respecting the equip level. My suggestion is to make the max equip level on launch level 40 (player max being 50). This means a player can start crafting earlier and it would increase their leveling speeds without feeling like they are wasting their time making gear that is irrelevant if they level more. This would also allow the devs to tie stat budgets on gear to equip level instead of some kind of item level (gear score). Say they want to make slightly better gear in a patch 6 months into the launch. That gear could have an equip level of 41 with stat profiles that reflect 1 increased level. Scaling gear stats in a linear way would reduce the chances of massive power swings where a level 49 player could never kill a level 50 regardless of skill. I do not want to see ashes become a game where you start one shotting people with less "gear score" than you. This would also solve that scaling issue most games have when they increase the level cap. Where all the gear in the game has 500 item levels of power for level 50 so when players reach 51 they need items with 525 item levels of power to feel progression. Meaning gear stats spike very high at old level caps and it gets out of hand instantly. By the time the first expansion rolls out we could have level 45-50 equip requirement gear. Then if the level cap is increased the gear would just naturally flow into the new level ranges. Even if the equip level is 40 that does not mean players will have nothing to upgrade at 50. It would be hard to get a full set of 40 gear on the launch of the game and there is still the enchanting system to further increase the gear power level. That is along side horizontal power gear sets that you could get to change up your build. It would still probably be more efficient to craft and gather at max level but doing it while leveling would not be a complete waste of time like it is in some games.
Depraved wrote: » but...it changes nothing. people will still rush to get the best gear they can get,even if it isn't a level 50 gear. he level 40 gear becomes the new level 50 gear (or just end game gear). why would people waste time with level 10 gear, for example?
arkileo wrote: » I am also not a fan of the gear progression treadmill, but isn't this just keeping the treadmill but shifting it down 10 levels?
Texas wrote: » arkileo wrote: » I am also not a fan of the gear progression treadmill, but isn't this just keeping the treadmill but shifting it down 10 levels? This. The gear level is an arbitrary number. OP should just say that he wants crafted gear to be similar in power to max level gear. My impression was that a lot of endgame loot is crafting materials and crafters will make a lot of endgame gear.
Lashing wrote: » It also makes concepts such as item level (gear score) required so equipment can scale up in power without respecting the equip level.
Lashing wrote: » My suggestion is to make the max equip level on launch level 40 (player max being 50). This means a player can start crafting earlier and it would increase their leveling speeds without feeling like they are wasting their time making gear that is irrelevant if they level more.
Swifty00 wrote: » A better solution would be to make gear have no player level requirement, to equip. I also think they should tone down everlasting gear as a reward for success/progress. From a game perspective, you give the better players a further advantage, whereas what you want to do is keep the playing field level, and the game worth playing. Id rather it be your (Node Level x10 +10) that is your equip level, so you can top level equip gear only if your node level is 4/5/6. That would tie players success to their Node success and stop players playing purely destructively.
Lashing wrote: » Depraved wrote: » but...it changes nothing. people will still rush to get the best gear they can get,even if it isn't a level 50 gear. he level 40 gear becomes the new level 50 gear (or just end game gear). why would people waste time with level 10 gear, for example? It changes a lot, for one you will not have a full set of level 40 gear the second you hit 40. You might have a few pieces increasing as you get closer to 50. In addition it gives you pieces you can slowly enchant as you level starting from level 40. It gives you incentives to level your crafting while leveling with a buffer of -10 levels on the gear requirement so it becomes efficient sooner in the leveling process. You waste time on level 10 gear because it increases your leveling speeds enough to be worth it or because you know it will be worth it in the future. Giving more incentives earlier in the gear progression to level professions makes the game innately less about rushing to the end. There is really no downsides to having a lower level requirement besides potential twinking on secondary character down the line but that could just be seen as a catch up mechanic across the board anyway. There is also an assumption that the last 10 levels will take the longest as in most games so getting people on the end game gear progression path a bit sooner is not a bad thing. The largest benefit is if they increased the level cap in the future. The game needs years of pre-planning on the gearing system progression.