Originally Posted by
Foreverlad
I always wondered why so many games use levels, as opposed to something that might actually represent you. For instance, you reach level 80 and you're "done". What does "done" even mean? 60, 80, 85... they're a fairly arbitrary metric.
If a metric is necessary at all (I do believe it is, if for no other reason than familiarity's sake), I'd rather you have a percentage bar that represents your potential. It's still basically leveling up, but when you hit 100%, it means you've learned everything you need to know and have the strength/gear/talents to make a name for yourself or to live up to legacy, or whatever. Reaching your potential doesn't mean villagers no longer need your help, it simply represents your mastery of your profession or intent.
It'd also be a great way to lessen the requirement for mob kills and potential grinding. Earn .25% potential for each skill book you find, or 1% with each weapon unlock. New combination attacks discovered, etc.
Expansions needn't raise the cap by 5 or 10 levels under this system, just start the Potential Meter all over again for new content, or drop a player down by X%, based on the amount of new things to learn/power-up through. You're meeting new people in a new land, there's more to learn: Earn it, live up to your potential once again.