Yes, I have thoughts on your opinion
I think the time it takes to reach 60 is fine, but I do agree with points 2, 3 and 4. I’d like to see some out of combat movement speed boost, honestly the 30% Bloodlust felt just right.
As for your first point, regular quests give an okay amount, but professions are all over the place. Cooking and skinning will give you a ton of character experience when they level up for example. Also townboard quests start out really low but become insane with high crafts, like 10-20k experience for turning in Lodestone Bricks.
Sharing townboard quests could easily be abused. People could grab the armor/weapon crafting quests and then start sharing parties where everyone suddenly has infinite or on-demand crafting quests. On the other hand, it would solve the ridiculous grind of leveling up at least those 2 professions.
No to faster XP. Leveling is to fast as is. Players are sprinting in what should be a marathon.
Yes to making dungeons more accessible. Maybe require orb for your first time in then beyond that just group and go. Downside being might be hard for lower level (read level appropriate) players to get into a group. Now if they have an orb they get in.
We don’t need increased speed right now. Maybe if map was larger. I did some playing around. Our characters speed over 100 meters is about the speed of an average human running 100 meters.
More variety in quests is needed. I’m hoping that is in development. Not sure I see a need to share but don’t see any downside to it so long as it can’t be shared with someone that has already completed it.
I meant to add, might be cool if they put in a low level outpost rush with rewards of course diminished. Have outposts available say for twenty and below. Forty to Twenty and then as it is now.
Or every ten levels you get bumped to the next level of outposts. Again nothing grand for rewards just something for us to do.
I’m fine with 4 and 5 but not 1 - 3.
The fact that 80% of players are not yet level 50 does not strike me as a bad thing. The pace gives you time to appreciate different territories before moving on to higher level ones. It gives you time to learn combat mechanics and systems without constantly shoving new things in your face. It gives you time to try out different weapons and armors as you go while the stakes are lower. It makes you feel more invested in your character.
This would be nice too !
I think it’s something to watch, if we have 70% still not past lvl 50 in a month then it’s not in a great spot.
Yes the journey of an MMORPG is warranted but really with such heavy focus on pvp lvl 60 locked content it only benefits the community more if we can get more of the casuals up to that level quickly.
I don’t think it is watching for a set amount of time. Maybe watch if/when players leave the game or take a break. If a significant percentage are leaving say between levels 40-50 then they know there is a problem to address. If players are just going really slow then not near the problem.
Ya that’s fair, I guess on our end we can just view steam achievements. But time is some factor if we get many months down the road and are seeing that gap still wide it’s a signal for us
It takes about 150-200 hours to casually hit level 60 (maybe around 300 if you’re doing a whole lot of nothing), which is the fastest leveling i’ve ever seen in an MMO. 50-60 is about 2-3 hours per level. Most of the people who’ve barely hit level 30-40 simply just quit the game or started the game pretty late.
That’s simply the nature of an MMO, not everyone is going to play at the same pace, and not everyone is going to like MMO leveling, which is fine. But it definitely does not need to be faster.
The answer to #1 is an already established game mechanic. Flag PvP for +10% exp gains.
Part of the issue with the grind is; lack of meaningful content on the way to 60. The “end-game” content is locked behind level 60, but upon reaching it people are realising it actually isn’t fun to do. You then have players who are getting burn out trying to hit level 60, because of the boring repetition and lack of variety of activities to get to level 60.
Well you are well versed in mmorpgs so then we should both be able to agree there really shouldn’t be a reason to make the journey to end game any longer.
I mean these games really “start” at max level (especially one with little to no engaging lore and so pvp focused as this)
I guess I’m not really understanding the reason to keep it it’s current length ? I don’t expect people to get to max in 20 hours but I think right about 90-100 hours would give players more than enough know how of in game systems and mechanics
If there’s no reason to make it longer, than there’s no reason to make it shorter. However, there is a reason to make it longer, and that would be so players can experience more of the 0-60 content. Many point out that there isn’t much content, but what’s actually happening is they skipped all of that content, because they leveled too fast.
Take a look at your territory standing, most of them are extremely low level because you spent close to no time doing the content in that territory. Now take a look at your weapon skills, unless you speed leveled them, upon hitting level 60 you’ll have maybe 1 weapon at level 20. You can even look at your trade skills, unless you were also speed leveling those, they’re nowhere near maxed out. Hell, even the achievements reflect how much content you’ve endured.
Level 60 doesn’t just represent end game content, it also represents experienced end game players, with high territory standings, high weapon skills, and high trade skills. If you increase the pace of leveling, a level 60 healer won’t even have all of their life staff skills. A level 60 miner will barely be getting into starmetal mining, and crafters will just be getting into T4.
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2, 3, 4, + don’t gate people from partaking in quests if they’ve completed them.
I’m a big advocate for movespeed on roads.
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No, I think that levelling crafting could be slightly faster, but levelling your level should take longer imho, I was not doing quests that much, especially not the main one and got to 60 really fast mainly from gathering, crafting, and doing some town quests and faction missions. And even though I have been gathering and crafting a lot, I am nowhere near the crafting endgame and cannot make equipment I should have been using twenty levels ago.
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yeah, this is planned
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I think there should be small speed advantage for light armour. And I love the suggestion that roads should provide some speed buff.
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it is okay but I would like to see bit more, especially for towns with only the upkeep active
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and faction missions; this is super annoying and makes playing together somewhat undesirable outside of elite zones and expeditions. And even those are annoying if only one party member has quest there.
Honestly, I think it only benefits the people who put in 300-500 hours of play in the first month to get to 60 as quickly as humanly possible. Of course those people are looking to have others reach 60 faster, too, but there’s no reason that should matter for casual players who may take a while to get there as there will be plenty of others at 60 by the time they get there. What’s more important, IMO, is that people are having fun while leveling, which is certainly worth discussing. (I’m having fun leveling, but I’m sure the process can always be improved.)
Leveling feels fine to me, I think the curve is ludocrously accessible compared to other games. Single and multiplayer both.
The issue is that I’m leveling into bugs and exploits and report abuse.
I mean I feel like this is generally the case in most mmorpgs, Ive had to spend extra time at max level to grind up my professions to usable end game level. Nevertheless increasing xp gained by 10-20% across the board would include crafting.
Yes I also agree that roads should provide speed buff is a great idea
I mean the reason to make it shorter would be to increase the pool of max level players, thus making dungeons, outpost rush, wars, invasions and open world pvp que more regularly.
I would normally agree with this statement, the issue right now is that the “content” in each zone is essentially identical. That may change and is one of the suggestions I posted, but that would take a lot more time for the devs to implement. As it stands, besides the scenery, there isn’t a lot of meat and potatoes in each zone. That being said I also think that having everything maxed out before you hit 60 is also a reach, Im not so sure the casual majority will care about that. You can spend time at 60 working out professions or different weapon combos.
Many games have max level character boosts, WoW and GW2 being a few examples, and a player can still get a grasp for game mechanics in those games with 0 leveling effort. I am not advocating for boosts, but shaving off the fat to be able to get more people to 60 within 80-100 hours seems to be a fair compromise (without the need to level in a certain meta manner, ie only do townboards and nothing else, only run dungeons and nothing else. The player should be able to mix all leveling content)
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