Not just max level. Example
1. Joe: Hey John, lets play world of magic, im already level 14, its a fun game
John: Ok.
John buy the game.
John: Hey im at xx city. im level 1. can we play together? no homo
Joe: Sure bro, wait a sec i go there
They meet each other and Joe lead the way to level 1 area
John: what your lv now?
Joe: 16
John: can u gain exp in level 1 area?
Joe: Yes but not much
Joe help john leveling, and play as a tank. because level 1 mobs wont give serious damage to him.
John: wow there is so many mobs and other players also rely on u to tank the mob
joe: yeah haha
A moment later MVP monster, Medusa come and attack them.
john: wow there is boss monster in this map.
joe: i cant fight it, the boss level 99. lets run
Somehow, they are lucky, at the brink of death, a group of elite player have come and start attacking Medusa.
joe: wow heavensword, an elite group of max level player has come back to help, lets attack Medusa!
john: wow raid at level 1!!
they attack medusa together and get exp.
Joe: every map have max level boss, its the reason max level player to come back. they need to slay the boss to create legendary item
john: cool
Comments
And don't get me started on the Hogger raids of early WoW...
2. high level and low level can play together
3. reason to come back to lower level area
Then they able to do boss raid even if they are low levels because the equipment are strong enough and average items are cheap enough for them to get in hand
And put high level Rift events or high level monster assault events on low level maps so high level players will return to those map to do the events .
This isn't a signature, you just think it is.
1. World boss harasses low level players for a couple of hours
2. A group of high level players arrive and harasses low level players so that they'd fuck off from interfering during the fight
3. If someone doesn't obey the high levels they'll get both killed by AoE and cursed at by high levels
That's how it's been in every game with world bosses. World bosses are nice content in their own way, but organic raids that accept low levels without raiding experience don't happen.
Altaholic designs are terrible,but if you had the ability to level up all classes on the same player,then those zones are for years still used and still important,NO bosses needed.This has been the sad focus of every gamer since forever,let's go kill Boss.
Then when a dev finally creates SOME content,it is usually in form of PVP,well because they don't know how to create content aside from Bosses and quests...ahem ,i mean errands,very little ever feels like an actual quest.
Let's point back to Joe/John level 1 and level 15,if there were other classes on that same player,all he would have to do is jump on a different class at level 1 and both players are good to go,NO scaling needed,no mentoring needed,just good game design,a smart developer.
Never forget 3 mile Island and never trust a government official or company spokesman.
joe: go buy the game
john: ok
john buy bdo
john: where u my brada
joe: go complete main quest and meet me at lv 50 we do raid and castle 100vs100 epic war
after 3 month.
joe: where u my brada
john:i uninstall bdo after lv 30. freaking online single player main quest game. i want raid at level 1
Make the general mobs a bit smarter and force us players to actually think on how to defeat things even in the open world seems better to me. SSome years ago you actually carefully studied a situation before pulling out the right mobs instead of just running into whatever standing there knowing no open world mob actually can threaten you.
Raid bosses would add a bit of that as well I guess but I rather have most fights being interesting and dangerous then a few selective bosses you need a large team for.
Just adding raid bosses would still leave 90% of the game insanely easy but with some mobs that would one shot you walking around.
Your problem is that you don't want an MMORPG. There are a lot of good online games that focus on having fun fighting instead of character progression. I think you should try one of them.
And nowadays level contents are easy , i can finish most of the quests of max level at level 1 with some help from my friends .
Low levels contents mostly consume around 1 to 10h of play nowadays , so instead of put player though 10h of boring play , give them a way to access average level contents is better deal IMO .
And even low contents have it value aside from the reward items , it's the story of it . Players will still return to play those contents even if they are high level , because they need stuff to do .
I feel funny that developers still want us to follow the steps nowadays when most of us ready used to those steps . Why follow the steps when in the end most of time player spend are in hamster wheel ?
A good MMORPG is a game that allow player to play with other right after they start instead have to endurance push though low level contents before they can enjoy multiplayer parts .
But I never remember any lowbie saying that they liked huge epic raid level bosses on low level zones or many people saying that they missed that feature in newer MMOs.
Getting high level teams back into low level zones only work if you downlevel them like in GW2 or if you lower the powergap a lot.
What you want to do is go for horizontal progression, rather than vertical. That way, every player in the game has roughly equivalent power and so can nearly always group up and take on content together and everyone get something out of it. Vertical progression is a leftover from single player RPGs (and co-op tabletop) and just doesn't work in MMOs, we need to get rid of it.
and there is a map mini boss appear every 1 hour... this mini boss is weak, 20 level 1 players can defeat it..but map boss need 20 max level players..
i hate queing for raid..like waiting for 20-40 players...so fake, i want organic
The horizontal progression concept is interesting though. Early games had less of a power gap because equipment wasn't very good. Getting new spells and abilities could make a big difference, but it was much less than what you see today.
1 Power gap (level design) : too much level gap between new and old players .
2 Ability design (skills design) : lack of ability to support in group / party .