RocketFarmer wrote: » Could go old school and have levels capped at 10, although progression at each level would need to be pretty steep. Unless you structured character level based off of leveling in individual skills/abilities until you met the prerequisites for the next level. That’s more in line with the career path structure of Warhammer Fantasy RPG, for example
Dygz wrote: » Githal wrote: » As something which i could suggest is to cap the levels at the start of the game. For example at game launch the level cap is lvl 20. So no matter if someone plays 24 hours per day, or someone plays 4 they will reach same level and one wont be with 40 levels ahead. And the level cap can increase with the development of nodes. So the moment THE FIRST NODE IN THE SERVER advances to lvl 3, the Global lvl cap of all players on the server becomes 30, on node lvl 4 you get lvl 40, and at metropolis you unlock lvl 50. By design, this is basically kinda already the case.
Githal wrote: » As something which i could suggest is to cap the levels at the start of the game. For example at game launch the level cap is lvl 20. So no matter if someone plays 24 hours per day, or someone plays 4 they will reach same level and one wont be with 40 levels ahead. And the level cap can increase with the development of nodes. So the moment THE FIRST NODE IN THE SERVER advances to lvl 3, the Global lvl cap of all players on the server becomes 30, on node lvl 4 you get lvl 40, and at metropolis you unlock lvl 50.
Dygz wrote: » It's only your confirmation bias that makes you think your suggestion is significantly different. Syblitrh also believes their suggestion would be a net positive for the game.
P0GG0 wrote: » they are ways to include leveling with out separating the player base this much. plus some zones are just gonna end up feeling empty over time.
Syblitrh wrote: » The problem with the leveling system is that it divides players based on the time it takes to increase a number attached to their name. Some players have jobs, some are casual, and others are hardcore, each with different expectations based on what they have achieved and the time they’ve invested to reach a specific level. snip
Birthday wrote: » Making the number go big is an extremely cheap psychological trick that I am tired of seeing MMORPGs abuse.
Birthday wrote: » Making the number go big is an extremely cheap psychological trick that I am tired of seeing MMORPGs abuse. It funnels you into all sorts of senseless chasing - grind level, grind gear to get higher dps, grind, grind, grind. I can't imagine an innovative system that makes this obsolete however AoC can instead just focus more on the social aspect of the genre. Make low, mid and endgame quests and leveling require you to find find friends in order to complete them but not just because you need to meet the stat requirement in order to do them. That should be only one part. They should also require you to think, problem-solve, brainstorm together, coordinate, etc. Make social events for players. Also focus on the RPG aspect of the genre - make lore something which you can discover ingame, not necessarily tied to the main-quests, but parts of it can be hidden, make the storyline memorable, make exploring fun and engaging, not just a theme-park scene watching. Actually make players go and search for hidden things in walls, make them click on plants to learn more about them and once learned give you the ability to combine certain plants in order to trigger ingame events etc. Make it puzzling. Quizzical. Thats the main problem of MMORPGs. They never went next-gen. WoW vanilla when it released back in early 2000, was overwhelming for everyone in exactly this way. It had so many things that were fresh, never before seen and done. Even gathering quests, mindless mob farming quests, etc. felt like an adventure because it was all novel. Ever since then though MMORPGs just never innovated. WoW expansions only gave us re-skins of all the quests gathering/farm quests and raids. Basically they theme-parked it till the end(up to this day) and feared to innovate because they all wanted to keep to the golden cash-cow formula from early 2000 WoW. Other MMORPGs just gave us re-skins of WoW, keeping to teh formula in an inferior way.That's the problem. MMORPGs never went next-gen in their MMO and RPG aspects. Up to this day they rely on just two things: 1.Re-skin old content 2.Make number go big(level, damage, etc)
Renathras wrote: » Honestly, I'm just not sure why every MMO starts with a level cap of 50 or 60. Like...EVERY one does this. Why not 20? 25? 30? Baldur's Gate had a level cap of around 8 (granted, differing based on class, but let's say about 8), and with the expansion, 10. BG2's was 20ish, 40 with the expansion. But the point is, you need room to grow, and if you're planning to every have an expansion (everyone does for games running more than 2-3 years), those tend to come with level cap increases. So why start with 50 right out of the gate? Why not start with 30 or so,, and add 5 with expansions? Starting with 50 and adding 10 just means in ~6-10 years of expansions, you have to do a stat and level squish - again, pretty much every long running MMO has this problem - making levels even more pointless!