Starcry wrote: » Ashes interests me because it feels like they are developing the game for you to play its core concept while leveling and feeling a sense of growth and not a mad dash to have to be the best at max level.
CounselorMin wrote: » would like to see a game where "max level" is not as important and that the leveling process of contributing to your node is just as important at lower levels than the high ones.
bloodprophet wrote: » More people need to learn how to enjoy the journey. The game will start at character creation and end when you decide it ends. The whole point of the game is to have fun why maximize the fun out of it. Just make your Tulnar go into Verra and have fun. Kind of like when you where a small child just go out and explore and find your fun. Or have you always needed some one to script your fun for you? Levels provide away to give feedback to the players of lessons learned and abilities gained.
Maezriel wrote: » I don't think a long leveling time is in any way relevant to your personal progress...it's just a timegate between abilities.
Starcry wrote: » What gamers today don't seem to understand is that the endgame for them is all they want to get to because its where all the 'good stuff' is. But they forget that some games just weren't initially designed that way, they were designed for you to more slowly experience the world and feel a sense of growth on the way like a good RPG does.
Saedu wrote: » Maezriel wrote: » I don't think a long leveling time is in any way relevant to your personal progress...it's just a timegate between abilities. This is spot on and the core problem with leveling in MMOs! I don't need 3 to 4 hours between each ability added to my core toolkit to learn the new ability. Its more like 10 minutes. .
bloodprophet wrote: » I find interesting this: Most games I've played have some sort of intro experience to help with this. That being said, I logged into GW2 for the first time in over 5 years on my max level toon and I was totally lost. I had no idea what to go do. In the other thread then advocating for it here. We need to remember not everyone coming to Verra is an MMO veteran. New people coming in that have never played one need a moment to figure stuff out.
Percimes wrote: » In sand box games, the players are, in large part, the content. A slow progression is not as needed as in a theme park.
Warth wrote: » People like to ding. People want a quantifyable sense/feedback of progression. That's what levels are for and should be in the game. Introduction to Abilities, Content lockouts... are just side uses that could be in the game with or without the level system
Saedu wrote: » For example, it feels bad when your a new tank trying to "experience" tanking for a group at low level and you don't have your taunt because you don't get that till level 20
Noaani wrote: » Saedu wrote: » For example, it feels bad when your a new tank trying to "experience" tanking for a group at low level and you don't have your taunt because you don't get that till level 20 I have never played a game that has not given all classes the abilities they need to function in a group before the same game also gives those players group content in which use them on. What game is it you are talking about here - or are you making up a hypothetical that means nothing and adds nothing to the conversation since it never happened?