The most difficult thing to do is accept that there is nothing wrong with things you don't like and accept that people can like things you don't.
I think the issue with the leveling system is that it doesn't evolve fast enough. It started out with just grindy ''collect 10 bear asses'' and traveling all over the world. Then we got more quests involving using certain mechanics like cannons and catapults, assisting NPC's while they do shit, more dialogue driven, more dynamic changes to areas. The latter is basically what we got in 2010 and it feels like it hasn't evolved since, the only thing they do extra is an occasionaly cinematic which WoW doesn't even do right most of the time due to their engine not doing animations well to make it look good. A game like Witcher 3 does this really well though and it adds to the experience immensly.
I do find questing to be an important part for any RPG which is supposedly to deliver you a social, narrative and helpful experience to also teach your class for when you get to the endgame. When I started in vanilla WoW I found most of my friends due to questing, learned my class and we ended up raiding together. So the leveling experience played a necessary part to build up my character and relationship with other players.
Last edited by McNeil; 2021-06-07 at 12:11 AM.
So long as there is no penalty (gear/exp) for death in major rpg games, leveling will always be a ritualistic chore and never be viewed as part as the main game.
And since devs know they can never sell a game that lets you lose exp in an rpg (sans hardcore deaths like ARPGs) to the masses (even before you factor in varying degrees of cash shop implementation) that will never come to pass.
Might as well, especially after the Shadowlands level squish in WoW. It killed it for me. The idea of leveling all my toons back up through 60, 70, 80, 90, 100, 110, 120 over the next however many years seems insane. I know the numbers are arbitrary, but let's be honest here, the story and content isn't good enough to ignore that fact. It's like groundhog day. Which is why I unsubbed and only re-subbed with gold to burn through all the gold I have left. Even as a part-time WoW player, I think I'm finally done.
Honestly seems like the same mistake Blizzard makes allocating their resources each expansion. A ton of effort goes into making all the quests at the start designed to get the players up to the new max level, which most players burn through in less than a week after launch...
Meanwhile the places the most players spend the most amount of time get mere crumbs by comparison. Some dungeons that are meant to last them until the next expansion, a raid every half year or so, and maybe a new BG or arena.
Tbh, I think there is a rather high chance we will remain at 60. And the usual routine time to reach level cap of expansions past will be filled with a mandatory questline. Then from there, they’ll put shadowlands into the 1/10-50 level bracket. And if you happen to be between 50-60 when the new expansion drops you’ll continue to earn exp and will reach 60 before the final quest is done (just as if a fresh character were start 10.0 at 50).
And as a side note, I really do think the maw was a testing ground for rpg elements they may have wanted to put into 10.0. Namely penalty for death. However dying in the maw and not being able to get your stuff back because of bugs and activity level in the zone are likely the lowest any end game zone has ever had ever. And I would hope they don’t put that type of gameplay into the next expansion.
It really does feel like a waste. However (and everyone whines about this), level scaling actually has been a godsend to make all areas in the new expansion useful. Otherwise like in legion we would have had only suramar as valid zone to spend in with logically 1-3 small spots near the raids in the four other zones having 110. That makes for such a pittance of content and I am happy with the alternative we got.
However I will say ilvl scaling introduced with 7.2, needs to go. This ever scaling with us throughout the expansion kills progression and is an obvious retention mechanism to go beyond being thrifty with zone/asset usage and jumps into frugal. If blizzard wants us to not mow mobs down they need more elite everywhere and set mobs up needing groups at launch with gear from pvp/m+/crafting/raid to progressively nerf the overworld mobs.
Last edited by Couchpotato2013; 2021-06-06 at 11:46 PM.
That's been solved by a number of games. Whether you like it or not depends on your preferences. Just eliminate equipment tiers. You can add new abilities, mechanics, and challenges without relying on gating content with stats. Stats are meaningless if they constantly lose value anyway.
Resident Cosplay Progressive
Nope, leveling should always remain. Instead a goal should be chosen for leveling, so say the goal is 1-60 in 100 hours. Then when a level cap is raised then 1-70 should take about 100 hours, with levels 1-60 being reduced a lot more and letting 60-70 be a normal 24 hours worth of leveling or so. Then when the cap is 80 levels 1-70 should take a lot less with 70-80 taking about 24 hours worth of leveling.
Essentially old content should be faster and faster to burn through. Especially if the story is compelling, then leveling should definitely stay.
Super high level caps never made any sense to me at all. I don't think any mmo needs a level cap higher than about 20 but I would like to see one try about 12-15 to start with. It's just that gaming companies outside of the original guild wars never had the balls to do away with the absurdly high level caps which tend to get higher with each expansion they release. I think that character progression and class design both work much better with lower level caps.
Last edited by Berndorf; 2021-06-07 at 12:44 AM.
The most difficult thing to do is accept that there is nothing wrong with things you don't like and accept that people can like things you don't.
Far from it - levelling is the best part, it is the only non repetitive part of the game. They need to expand on it.
The things that are tired are the repetitive things like raiding.
Challenge Mode : Play WoW like my disability has me play:
You will need two people, Brian MUST use the mouse for movement/looking and John MUST use the keyboard for casting, attacking, healing etc.
Briand and John share the same goal, same intentions - but they can't talk to each other, however they can react to each other's in game activities.
Now see how far Brian and John get in WoW.
I dunno, I like levelling. But the general thing I am seeing now is people wanna rush past the leveling phase and get to the end content. The way people level these days makes me think the structure of levelling may need to change if people are just going to use it as something to whizz past and not immerse themselves in. I don't have the solution, thats why I brought it up for discussion
Last edited by Orby; 2021-06-07 at 08:03 AM.
no /10 char
The beginning of wisdom is the statement 'I do not know.' The person who cannot make that statement is one who will never learn anything. And I have prided myself on my ability to learn
Thrall
http://youtu.be/x3ejO7Nssj8 7:20+ "Alliance remaining super power", clearly blizz favor horde too much, that they made alliance the super power
No it's not. Most MMORPGs use a rule set from D&D, leveling is a core part of RPGs for the past 5 decades.
Don't like leveling? Play something else... there's loads of action oriented games at your disposal that don't involve leveling.
Last edited by Daedius; 2021-06-07 at 08:07 AM.
Leveling itself? No.
Leveling followed by a bait and switch to an entirely different game dynamic at level cap: Yes.
WoW is probably the worst for this, since leveling serves almost no purpose at all. Power increases specific to an expansion could be simply and easily replaced by unlocking them through story progression rather than artificial level increases. The end-game power progression mechanics could then be implemented from the moment you start the expansion instead of wasting dev and player time on a pointless "leveling" experience.
The problem is that most MMOs follow the same formula without actually thinking about WHY they're doing it. Levels themselves could serve much more of a purpose than just an artificial mark of where you're at in the story progression of zones. They could serve as lateral progression to unlock new variations on existing skills. "End game" gameplay could instead be the entirety of the game from the beginning.
Levels should be an integral part of the end-game systems, not a barrier you have to deal with before even beginning those systems.
and people bringing "its an RPG" thing doesnt mention gating at all (even though no, MMOs are not first or only one doing that by far), just that leveling is a part of RPGs since their begining, and that is true...
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it kinda is, you increase your level and/or stats to be able to use better gear and fight stronger oponents, thats kinda core of RPG...