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Power Curve

AlodoAlodo Member, Alpha Two
In this Test the Power Curve seems to be quite steep.
How will this impact low level Content?
Will here be a reason to do content outside from high level nodes?

Comments

  • ThevoicestHeVoIcEsThevoicestHeVoIcEs Member, Alpha Two
    edited November 3
    This is my concern with majority of MMOs. The game world basically shrinks for you as you level and player engagement between players with large level differences is close to zero. I would prefer that MMOs moved away more from the vertical power progression to horizontal. This rather unpopular opinion with a lot of MMOs enjoyers, because so many got conditioned into thinking that if numbers don't go up, then something must be wrong.
    My lungs taste the air of Time,
    Blown past falling sands…
  • ArkethosArkethos Member, Alpha Two
    I think resource gathering and caravans will have an overlap for players, regardless of level. It appears that lower level players can still do damage to much higher level players when flagged for pvp.
  • This is my concern with majority of MMOs. The game world basically shrinks for you as you level and player engagement between players with large level differences is close to zero. I would prefer that MMOs moved away more from the vertical power progression to horizontal. This rather unpopular opinion with a lot of MMOs enjoyers, because so many got conditioned into thinking that if numbers don't go up, then something must be wrong.

    The shrinking world of level appropriate content can be a serious issue, a game world which felt open and abundant at low levels can feel stifling and crowded at high levels. And it's such an inefficient use developer resources as 90% of play time is spend on 10% of the content.

    The solution is to make all mobs spawns respond to higher lvl players by spawning higher lvl mobs, and respond to higher player counts with more mobs. Basically any area will ramp in difficulty to match the players. Zones are thus defined by their MINIMUM lvl not an optimal level, and the number of viable locations GROWS as the player reaches higher level.

    Players are incentivized to change location by loot variety istead of mob level, as each location has different drop tables of rare mats that feed into the many numerous crafting streams. Shifting market values and trade dynamics thus become a driver of what kinds and where to grind mobs.
  • Just a 'what I've heard' is that some nodes will maintain low level content but as that node levels higher lvl mobs will also be appear (but not exclusively).

    An example might be you could level in the first zone you called home and as the node increases the quests and/or mobs will allow you to level further.

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