Caeryl wrote: » It seems perfectly fine to me. People are far too eager to rush into max level and ignore the actual game along the way. Forcing players to slow it down seems like a good way to also force them to acknowledge the rest of the game.
Sandman wrote: » If anything it's too short, I'm tired of games letting people get to max level in 1 week, where is the accomplishment in that? Taking longer will really get you to know your class very well, and I'm sure at every level on the way to max there will be planty of stuff we can do.
bot wrote: » I don't understand ... Nothing is more off-putting than MMORPGs forcing you to treat the game like a second job just to experience the enjoyable parts...
bot wrote: » I don't understand the desire for hitting level cap to take forever. It should be doable playing 4 hours a day within 3 weeks your first time around if you ask me. Nothing is more off-putting than MMORPGs forcing you to treat the game like a second job just to experience the enjoyable parts. It's exactly why this genre will never reach its potential since everyone that I know that doesn't like MMORPGs hates the grind. I'm here to hit end-game then PvP, not walk around the map RPing for 2 months. Especially considering the leveling experience in most MMORPGs is incredibly stale. I only view leveling to cap as a means to make you familiar with the map, your skills, and functions within the game and nothing else. End-game is for everything else. If you create an unnecessarily long process to reach the fun part of the game people will opt out of playing in favor of games where they can just have fun like BRs, mobas, and normal shooters. A lot of people have school, work, and social lives. They don't want to spend all off their personal time away from friends, family, and work leveling. 4/6 hours every day is only a schedule hardcore players can have.That should not be the expected average playtime for a player. 2-3 hours 4-5 days a week is a lot more realistic.
Wololo wrote: » As someone who comes from PWI where up untill a few years ago; It used to take well over a year to get max level. Some casuals never even reached it because dying took away a few days worth of XP 😆 It makes 45 days feel short but I understand these times you need to appeal to casuals too and ppl dont like braindead farming anymore.
screwtape wrote: » The concept that "the real game begins at max level" need to go away. A successful game will need to have meaningful/fun/engaging content along the entire leveling experience. Seen far too many games where everyone rushes to max level, bypassing 80% of a games content, then complain there is nothing to do. Make leveling as long/slow/fast as there is engaging content along the way. If there are tons of things to do, I don't care how fast I level. If I'm bored out of my mind just grinding mobs for hours on end, simply to get the next level gate to unlock content, I'll lose interest. For a game like AoC, I really doubt the player type that rushes max level will stick around long term. From the interviews I've seen, it doesn't sound like that is the target audience for this game anyway. Double/Triple time to max level, just make sure I have plenty of new content along the way and I don't have to run the same dungeon 100+ times simply to level up to reach the next dungeon.
Liniker wrote: » to short in my opinion, those 45 days will become like 10 days when people tryhard, I'd say make it 90 days, but I'm no game dev so idk
Warth wrote: » Liniker wrote: » to short in my opinion, those 45 days will become like 10 days when people tryhard, I'd say make it 90 days, but I'm no game dev so idk @Liniker keep it 45 days, but create a server upon release of beta 2 that features a 14 day Speedleveling contest. The Winners of this speed leveling contest get a set of unique cosmetics + title. The devs use the data from this test to nerf the abuseable leveling methods
Roko wrote: » Warth wrote: » Liniker wrote: » to short in my opinion, those 45 days will become like 10 days when people tryhard, I'd say make it 90 days, but I'm no game dev so idk @Liniker keep it 45 days, but create a server upon release of beta 2 that features a 14 day Speedleveling contest. The Winners of this speed leveling contest get a set of unique cosmetics + title. The devs use the data from this test to nerf the abuseable leveling methods I like this Idea a lot. Except beta is probably too late to fix major loopholes. A2 would be preferable to test this.
cleansingtotem wrote: » Side note, for all the people who complain about end game at max level being too important, explain how you go about fixing that without destroying the entire concept of leveling.