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I hate the concept of a "maxlevel".
There is no limit to what you can do in reallife, either, and a MMO is a game you can potentially play from youth to old age.
So I think levels should just get harder and harder to archieve, and mean less and less, over time.
Voted other because I'd say the perfect time for me to get to cap would be over 3 to 6 months (the poll has options for less than 3 months or more than 6). Granted, I like to take my time, so usually 3 months for me can be one or two weeks for someone else.
What can men do against such reckless hate?
Originally posted by Adamantine I hate the concept of a "maxlevel". There is no limit to what you can do in reallife, either, and a MMO is a game you can potentially play from youth to old age.
If the players would slow down to a rate where the developers could stay ahead, the cap could go.
Ha. Sorry, still laughiing.
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
I say 3 months. Anything longer then that and the game and it's inhabitants start to feal clingy. I do not want to support another person ever...if I don't want to.
Over time bonds form and I really honestly don't want that to happen. I role play in games to melt other people's faces...legally. :-)
I prefer to think of MMOs as a "dog eat dog" world.
Leveling needs to stop being the goal of games. It leads to lazy development and repitition that strongly resembles a skinner box.
It should take days and no more than a week; two if the player plays casually.
"As you read these words, a release is seven days or less away or has just happened within the last seven days those are now the only two states youll find the world of Tyria."...Guild Wars 2
Originally posted by Vorch Leveling needs to stop being the goal of games. It leads to lazy development and repitition that strongly resembles a skinner box. It should take days and no more than a week; two if the player plays casually.
It would take far too long to develop content...or maybe they could just instance everything after that 2 days of content...LOL.
Originally posted by LoverNoFighter
More or less what I wanted to say. Never understood and never will understand the obession some people have about wanting to grind rather than play the game.
If the grind is long enough, the urgency is removed.
It really is just that simple. The Race to be First isn't very pressing, when the First is years away from the Wall.
In other words, you can stop hunting, do other stuff, and not feel like you're falling Behind.
It's a strange and foreign concept, to an awful lot of people that have never experienced a game where Mobs and Competition weren't the primary focus.
What's the longest period of time you've ever spent without earning XP or Stuff? The only comparable situation is a long-capped toon; his focus shifts to non-hunting (or at least not full time compulsive hunting) activities.
The sandbox boys understand the appeal of freedom to do other stuff, as do the roleplaying folks.
Six months of hard core play. It needs to be long enough so folks aren't obsessed with leveling and, instead, can enjoy time exploring and getting to know their fellow adventurer while earning xp. Some might call that a grind. But none of the 8,000 hours I spent in EQ felt grindy.
Games need a way of either limiting level advancement per day, or adding diminishing xp returns. After 8 hours of 'grinding' the xp a characters gets per mob quickly lowers to 10% of its actual value. Or, instead of hours, analyze total xp gain to determine when diminishing returns kick in.
take snapshot of character xp at 12:00am
let's say 5,000,000
5mil to 6mil: no penalties. from 6 mil to 7 mil they incur 50% penaltyfrom 7 mil to 8 mil they incur 75% penaltyfor 8mil + they incur 90% penalty
At 12:00am the next day, the xp penalty resets to zero.
Luckily, i don't need you to like me to enjoy video games. -nariusseldon.In F2P I think it's more a case of the game's trying to play the player's. -laserit
Originally posted by Darth-BatmanLevels in the mmo genre is one of the biggest design flaws in my opinion, I dont think there should be levels but instead individual skill development.
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
Originally posted by Darth-Batman Levels in the mmo genre is one of the biggest design flaws in my opinion, I dont think there should be levels but instead individual skill development.
It is still a type of leveling and could be considered levels. That means a person who has more development will pwn a person that doesn't.
Leveling is leveling whether it is skills or some other measurement.
"In 50 years, when I talk to my grandchildren about these days, I'll make sure to mention what an accomplished MMO player I was. They are going to be so proud ..."by Naqaj - 7/17/2013 MMORPG.com forum
Playing Vanguard atm and having a lot of fun.
Been playing 2 months now and got to level 30, max level is 50 or 55.
There is also another 50 odd levels in crafting and another 50 in Diplomacy.
There is still loads to explore, quests to do and skills/abilities to do.
I will probably be playing for another 6 months on and off.
I have been playing TSW on and off since it ws released and am yet to hit max level.
I played GW2 for 12 weeks, 6 weeks at max level bored.
I played SWTOR for 12 weeks, 4 weeks at max level bored.
Give me a game with lots to do but levelling that isn't fast.
Originally posted by Aerowyn Originally posted by Darth-Batman Levels in the mmo genre is one of the biggest design flaws in my opinion, I dont think there should be levels but instead individual skill development.
Skill levels, character level... If you're not grinding experience you're grinding a skill level. Its all the same.
I skate to where the puck is going to be, not where it has been -Wayne Gretzky
Originally posted by botrytis Originally posted by Darth-Batman Levels in the mmo genre is one of the biggest design flaws in my opinion, I dont think there should be levels but instead individual skill development.
1. This is purely a PvP point of view. So while valid, if skill progression takes time, then more development may be a broader range of skills not specifically a DPS line of skills. A lower developed player may still have comparable DPS.
2. Level or skill progression means nothing without an end to a charachter. When any progression is just a sum of time played, skilled or not, then there is no accomplishment. Gaining skills vs losing lifeforce for example would give meaning to the skills obtained.
The major problem in MMOs is the lack of an end to the toon. So without an end it is just a cycle of gear matching level appropriate encounter and going through basically the same rotation of combat mechanics. Now if a game offered a player the ability to impact their world, then accomplishements could be measured on the impact of a lifetime, after which the player could try to better himself or impact the worl around him using a different path.
While I agee that a skill based advancement system would be the best. I am going with over 6 months.
I feel if it takes a longer time to level then content locust can't chew a game too fast. (albeit they will still burn through it.)
This will allow devs to have atleast a half a year for content creation and stay slightly ahead of the majority of the crowd. (for at least a little bit.)
People will maybe solo less and group more to help alleviate the time between levels.
Plus if it is fun and not some boring grind. It can hold people for at least 6 months paid if a sub game. Or get more cash shop purchases if F2P.
Ea is like a poo fingered midas ~ShakyMo
Originally posted by WolfenprideThe longer the better, assuming the game is enjoyable to begin with and has the content to keep it interesting.Endgame is well...the end of the game as far as i'm usually concerned.
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
I prefer skill based leveling. I always take my time anyway. There are those whose only enjoyment (and their fun) comes from leveling quickly.
It depends on your goals for a game. Many players only enjoy seeing how fast they can level.
It is, but its more personal to each individual player at that point. But approaching it with the traditional leveling preconception would just mean its another grind and would have to be intelligently designed not copied.
Originally posted by AlBQuirky Originally posted by Wolfenpride The longer the better, assuming the game is enjoyable to begin with and has the content to keep it interesting. Endgame is well...the end of the game as far as i'm usually concerned.
Yeah... over six months of enjoyable content. A tall order, don't ya think?
You are all approaching the the subject from the wrong direction. Leveling is admittedly very addictive, but certainly not required. I can reach "the cap" within 2 days and remain entertained for months if not years.
It seems, people who debate about how long reaching the cap should last are more fixated with levels than the people who race to it.
Originally posted by Adamantine I hate the concept of a "maxlevel". There is no limit to what you can do in reallife, either, and a MMO is a game you can potentially play from youth to old age. So I think levels should just get harder and harder to archieve, and mean less and less, over time.
Of course there is.
Can you build 1000 buildings in your life time? Probably not.
Can you win a nobel priez? Probably not .. and even if you can .. it becomes the limit.
In fact, you are limited by time. Everyone dies and you have limited amount of time to accomplish whatever you want.
I do like levels. Longer the better for me. If I had to pick. 1 year.