Syblitrh wrote: » My suggestion is to remove the "1-50" leveling system entirely. This would eliminate the pressure or frustration for all types of players, allowing them to focus on the game's core dynamic features instead of chasing numbers. I believe this would be a win for Intrepid Studios, as it could attract a wider range of players.
Syblitrh wrote: » The problem with the leveling system is that it divides players based on the time it takes to increase a number attached to their name. Some players have jobs, some are casual, and others are hardcore, each with different expectations based on what they have achieved and the time they’ve invested to reach a specific level. In a dynamic game like Ashes of Creation, having a traditional level number next to your name undermines the game’s replay-ability and enjoyment. My suggestion is to remove the "1-50" leveling system entirely. This would eliminate the pressure or frustration for all types of players, allowing them to focus on the game's core dynamic features instead of chasing numbers. I believe this would be a win for Intrepid Studios, as it could attract a wider range of players. Since AoC already bases many of its systems on time progression or percentage completion, showing a level number isn’t necessary. This would give the developers flexibility to adjust the time or effort required to unlock features, without being tied to a leveling system. Players could progress naturally, following whatever path they prefer, without feeling discouraged by seeing other players at higher levels. Instead of increasing a number with experience from killing monsters, it could simply fill a bar or percentage towards unlocking something. Similarly, gear should not be tied to a level; the difficulty of obtaining it already provides an "invisible level" based on the challenge faced. Another issue with traditional levels is the mentality of “What will I do once I reach level 50?” Removing the level system altogether would shift the focus away from reaching a particular number and encourage players to enjoy the journey. You could still implement ranks based on achievements or milestones, but these ranks wouldn’t have visible levels attached to them, so the time required to reach them remains unknown, allowing everyone to progress at their own pace.
Flanker wrote: » 1. This is obviously not going to happen. 2. It's much easier to change one's perception instead of hoping that Intrepid will remove a system that they will never remove.
Syblitrh wrote: » You can still experience the same dopamine rush without a visible level indicator, especially since there's a level cap. The way it's structured now implies that the sense of achievement disappears once you reach the visual level 50 indicator. But is that really the case? Having a visible level number creates a division between new and experienced players, which could discourage potential newcomers from joining the game.
Syblitrh wrote: » A visible level indicator also leads to significant drama with updates. When new gear comes out with higher level requirements, it clearly signals that older gear is now obsolete. By removing the visible level indicator, you reduce these expectations and mental barriers. Players will be more focused on enjoying the progression and adapting to updates naturally, rather than feeling discouraged by numbers and the time required to reach them.
Githal wrote: » As something which i could suggest is to cap the levels at the start of the game. For example at game launch the level cap is lvl 20. So no matter if someone plays 24 hours per day, or someone plays 4 they will reach same level and one wont be with 40 levels ahead. And the level cap can increase with the development of nodes. So the moment THE FIRST NODE IN THE SERVER advances to lvl 3, the Global lvl cap of all players on the server becomes 30, on node lvl 4 you get lvl 40, and at metropolis you unlock lvl 50.
Dygz wrote: » Flanker wrote: » 1. This is obviously not going to happen. 2. It's much easier to change one's perception instead of hoping that Intrepid will remove a system that they will never remove. LMFAO Then... why do you have two threads and more than 2 hours worth of videos suggesting slower, longer Leveling speeds???
Syblitrh wrote: » My suggestion is to remove the "1-50" leveling system entirely.
Syblitrh wrote: » The problem with the leveling system is that it divides players based on the time it takes to increase a number attached to their name. Some players have jobs, some are casual, and others are hardcore, each with different expectations based on what they have achieved and the time they’ve invested to reach a specific level. In a dynamic game like Ashes of Creation, having a traditional level number next to your name undermines the game’s replay-ability and enjoyment
Flanker wrote: » Unlike something like this this which clearly is not happening as it would require reworking a lot of systems for no serious reason.