Levelling and what goes with it
1. Reset skill points
Levelling increases skill points. Resetting skill points is possible, but how often and at what cost? Skill points are one of the things that can be reset, but I think it would be a bad idea to be able to change skill points anytime, anywhere. An unlimited reset for Alpha - Beta, ok.
But once the game is up and running, in my opinion, skill resets should only be possible through quests that require materials and that will keep the trade going. The idea is to keep in mind that characters are semi-permanent and reflect an in-game identity.
This identity is very important in a PvP game, and it's quite frustrating when an enemy uses a different skill tree every 2 hours, as it impacts on strategy.
2. Leveling and secondary archetype
I am not convinced that we should be able to change our secondary archetype after level 25. I think it should be forever.
But if changing archetype is part of the game's core and if the majority agree with that, then I'm all for a long, complicated quest that requires a significant number of materials. For the same reasons as resetting skill points (semi-permanent decisions, keeping the economy healthy and for all items, levels and zones).
3. Levelling and gear
"There are no stat requirements for equipping gear, but there are affiliation and level requirements" according to Steven. But this point, I need your help to understand.
Does this mean that the equipment will have a minimum level to be equipped, but will remain unique? Or does it mean that equipment with a minimum level is not unique, but exists ad infinitum at all levels?
Imagine a sword called "Sword of Chaos", portable from lvl 30 upwards. Is this sword unique and exists only at level 30? Or can I find a better copy of this same sword at level 31, 35 or 40?
I ask because I think it's a shame to have a rare or legendary item at level 30 that will already be obsolete by the time I reach level 31. Whereas if the item only exists at level 30, it will be much more interesting.
This also ties in with the next point (Level cap). The faster you level, the less interesting weapons below level 50 become. So in the end, the longer the leveling, the healthier the economy. Ideally, some rare level 30 items should still be of interest, even at level 50.
I don't know if I'm making myself clear...
4. Visibility of level/progession
Steven want to keep a part of mistery but the level will be visible. Is this component still relevant today? Why not keep it a complete mystery? In my opinion, the level should only be visible if a player is a member of a group/guild, but invisible to strangers.
As some equipment/weapons have a unique skin, it's possible to get an idea of what a player is wearing, and thus assess his or her power. This is also why I'm against cosmetic items that totally change a player's appearance, making it impossible to guess what he's wearing.
After that, I'm not opposed to the existence of skills for certain classes that allow you to analyze a character and find out more about his level.
5. Level cap 45 days
The max level can be reached in 45 days. I am aware that the content of the game is not levelling and that there are dozens of other activities necessary to progress. But 45 days is far too short! Why rush levelling? In my opinion, levelling time should be exponential (much more exponential). For example, 45 days to reach level 30-35, but the last 20-15 levels should be extremely long, so that there's no max level for at least 6 months. The idea is that levelling should be one activity among others, and not the main, priority activity of every day, which will push rush level 50 before the rest.