It looks like you're new here. If you want to get involved, click one of these buttons!
I agree with you 100% in genre not focusing on realism as a strong point.
Personally in terms of actual "effective PvP fighting mechanics" that for a 2h melee is basically jumping over your target and doing 180 in the air and swinging .... yeah no.
I am glad some enjoy this but it was beyond silly for me
As I said before, you could lock upgrades in hp, stats and similar to achievements easily enough.Kaneth said:I feel you are severely underestimating the value of levels, even in a system where levels aren't as important.
Take ESO for example. Every level you get to choose to increase health, magicka or stamina. Without a classic leveling system, when you get those points can become convoluted. Do you start everyone out at the same stats and then allow gear to determine? Do you allow folks to do quests to get increases in those areas? What about folks who don't want to quest?
Gear drops are also something handled by leveling in ESO. The level of gear that is dropped is relative to your character level. Gear stats are determined by the level of the gear. If you did away with the level progression system, what gear you can wear also becomes convoluted. So what if your skill with the armor type determines what drops and what you can wear? That's great, but then if someone doesn't wear at least a piece of heavy, medium and light armor while grinding out skill levels, then what drops for them specifically becomes wildly different for each type of armor. If I am maxed in Heavy, but never wore light, I'd effectively get a piece of max level heavy and then starter light all off the same corpse/chest/quest. Additionally, without this leveling "gate" so to speak, people would go out and find the spots to grind out the best gear and be set potentially in a few days. If you're making gear that drops for you dependent on your skill level, then you've just added a leveling system, albeit a different looking one, but still a leveling system regardless.
Other games like Asheron's Call had areas that were only usable by characters of a specific level range. There was a dungeon that needed a team of levels 10-20 characters and a team of level 40+ characters, iirc, in order to complete. Each team had to open gates for the other team while fighting through level appropriate mobs. Super interesting mechanic, and one that could be considered designed to have veteran players interact with new players. Without a simple character level system, entry into those areas is then determined by what? Combat skill level? Now the tool tip has to read something like, usable by characters with combat skill levels between X and Y, vs. just Levels 10-20 only. I imagine the coding behind such a restriction would be come more complex since you'd most likely need to create checks for each individual combat skill vs. just a general character level.
Additionally, familiarity is a tremendous thing for humans. We're very good at learning new things, but we also tend to not take on multiple new tasks all at once very well. Which is why pretty much any type of training starts with the basics and slowly ramps up to more advanced. A leveling system is a super familiar thing for pretty much any RPG gamer. Making giant, sweeping changes, that make the game basically completely unfamiliar in any way is a good way to turn off a ton of people. ESO is a good example of a game that has a familiar enough system to make people feel comfortable, with also just enough slightly different variations on classic ideas to make the game feel different enough.
Finally, a leveling system is a clear road to progression. Something else humans love is to have goals and see progress towards those goals. If you enter a game and say, first I want to hit max level, then any subsequent level you earn towards that goal is a little reminder that you're making progress. That's a nice and simple early goal. Once you're max level you can determine your next set of goals, and make those more complex, like specific set of gear, certain achievements, having all of the crafting recipes, etc. Don't discount the absolute focus of hitting max level as your first goal too. Without that, people can become mired in the problem of choice. Too many goals to work on all at once, and not sure which one to do first, is a problem for many people. This also coincides with the idea of starting simple and ramping up as you learn.