Balrog21 wrote: » @crowe it seems, most everyone wants to stay in the familiar yard, and not venture forth to discovery. Which is sad in itself. I want more, new things, new ideas, the node system is such a thing and look how much attention it's garnered. The chains of familiarity and comfort stifle and bind the mind.
Shoelid wrote: » The biggest downside to removing the XP bar is that watching it go up feels good. Seeing the big jump in progress after a difficult quest has always been the most satisfying part for me. Basically, the core of the RPG genre is that "number goes up" feels good, and the XP bar is one of those numbers.
Tragnar wrote: » I definitely agree with OP that Ashes should disincentivize reaching max lvl as a first priority - let them make many augments and many side power progression systems - like putting significant portion of obtainable skill points into the world instead of skill points being obtainable only from leveling up.
Dygz wrote: » Ashes will be adding new features. But, it's an RPG. You should have been expecting Adventurer levels as well as skill levels. Similar to D&D and Pathfinder. Especially since Ashes is based on Steven's Pathfinder homebrew game. EQ had a skill leveling system similar to what you describe. That's not new.
Dygz wrote: » In WoW, you don't have to kill anything to reach max Adventurer Level. You can reach max Adventurer Level through Herbalism and Mining. 0 Kills.
RevengeRoman wrote: » 2: IS should focus on innovation, not reinvention.
DocRohi wrote: » I was hoping that AoC was going to be something new to MMORPG, doing away with the concept of traditional levelling and thus the XP bar. Something along the lines of skills and attributes increasing depending on what you actually do in the game...Eg you use sword skills to kill mobs you get a Good contribution to next point in sword skills, a mild contribution towards Strength and a mild contribution towards dexterity. You use mace giant axe skills to kill mobs you get a good contribution to next point in sword skills and a good contribution towards the next point in strength. You use Fire spell to kill mobs and you get a good contribution towards the next point in fire spells, a moderate contribution towards Intelligence stat and a mild contribution towards mana recovery/pool. You run for x amount of miles you get moderate increase towards stamina. You run for x amount of miles with a fully laden backpack you get a good contribution towards stamina etc. You end up running multiple XP bars without gaining XP being the sole focus of gameplay. You still get the endorphin reward from ding a level of skill and you can still give a level based on a stats/skills algorithm and thus restrict or access content that would be rewarding for having "levelled up". This gives the freedom from the XP bar, allows those that need progress markers their goalposts and allows the optimizing that makes party role specialisation a worthwhile and rewarding venture. Yes it means that you could get a level 50 who only has strength stamina and agriculture entering a dungeon and getting spanked, but then really who spends all that time farming and suddenly thinks they can run into a dungeon without consequences? only my thoughts for something beyond the linear without losing the grind for those that still want to max quickly
RevengeRoman wrote: » @neuroguy I think I could be okay with a percentage based system... maybe. I think there are a few key things that we can take from this threads discussion:1: IS should focus on using only proven technology and core components, there is a point where we don't want to reinvent the wheel unnecessarily.2: IS should focus on innovation, not reinvention.3: If Content is King, Customization is Queen. I honestly think that much of these discussions should wait until we are able to view the first A2 pass on many of these things. Think of Ashes of Creation like a rocket ship, we all want a safe ascent into a fun world of adventure. The safest ascent I think I can safely say is a controlled and measured one. So let's all do our best to make sure that as Ashes develops, and those of us who are testers give feedback, it is all as productive as possible.