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Not quite sure why everyone is over reacting so much over no levels. Between power leveling and best experience farm guides, leveling and levels has become a some what antiquated limiting mechanic. "Enjoy the ride!" What ride, the pressure to move from one to max level is extreme, for many the players the game doesn't even begin until max level and the group or raid content.
So EQN has removed yet another hurdle that prevented the player from experiencing what it has to offer. No levels no artificial gates preventing friends and family playing together. Nothing stopping you now from running out into the wild and enjoying the content at your own pace. No one telling you that you cannot go to the big scary dungeon until five weeks of levels have passed. Levels began it seems with D&D but then it only had a few, twenty or so. Personally I found the progression profession system of Warhammer Fantasy Roleplay far improved on the system of levels which replaced the traditional level curve with more of a profession based advancement concept.
The grind has served well to keep people in game, but honestly, who is really sad to see it go?
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Hmm must be out of the loop, have not heard a single whine post about no levels yet...
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F2P may be the way of the future, but ya know they dont make them like they used to
Proper Grammer & spelling are extra, corrections will be LOL at.
As opposed to what? Pigeon holling you to a particular build from the start? I agree that The Secret World ability system is not perfect, but it's miles more versatile than the typical levelling based system of most western mmorpgs and pretty much all eastern ones.
Even Skyrim doesn't really have levels, but merely checkpoints where you can distribute your ability points. In any case, the info provided by SOE is so ... vague, that they could be using any type of system. In this respect lack of levels is not something new for rpgs in general, though most mmorpg players coming from mainstream mmo backgrounds do seem surprised by the concept.
I have said this before and I will forever say it, compareing a single player game to a multi player game dose not work.
F2P may be the way of the future, but ya know they dont make them like they used to
Proper Grammer & spelling are extra, corrections will be LOL at.
I don't want to play in a scrappy world with shitty quests or whatever, in order to level up my char. But how long does it takes, usually, to reach max level in a mmo? A week? 2 maybe? 3 max? If its an expansion, even less. So to be honest i don't care either about levels' or leveling process .
When i reach max level, i play countless hours to progress my char. Even the 3 weeks scenario of leveling, is not even the 1% of the total hours i spend to my char. So i don't care. I prefer both companies and me, focus on the 99% than in 1%.
If they remove this 1% i think it will be even better.
Actually I hope in this case it does. Or at least moves progression to an auxilliary mechanic, so it isn't front and center to everything players do. Too much progression focus tends to make players ignore what makes an MMO different from single-player RPGs.
There technicaly no lvls and their are at the same time, You unlock tier of your class/classes by doing various things so you do somthing to advance to your next tier of equipment/skill or how they wanna work it. So yeah there are technicaly lvls still in but there not as defined as kill x mob x amount of times or do x amount of quests per lvl. Their different thing u need 2 do per tier one may be kill mobs or help this person but other ma ybe find this rare item that appear randomly in a dunguen somewhere and so on.
Also you can only start with 1 of 8 classes out of 40 or so, so u need 2 unlock those other quests so there more progression aswell.
Yes, there have been a number of games with great skill systems. Ultima Online was by far my favorite, and yet very simple at the same time.
e.g. - Start with 0.0 skill in lumber jacking. Go out and chop a tree. Gain 0.1 skill in lumber jacking. Max skill = 100.0.
Very simple. Makes sense.
Or we could just continue to play the same level 1-50 and gain skills every now and then type system. I know I just can't get enough~!
Thank god no levels, this is starting to look interesting. Levels are the most annoying ancient artificially content limiting and obsoleting system today.
With levels you cant even enter a hihg level zone unless you want to get one shotted. With levels the past zones becomes obsolete and meaningless, a waste of space and useless landmass that creates an illusion on the world map that the world is big, when in fact the world is only as big as the end game zones are.
With levels maxed players become demigods and others become mice. You are a famous warrior who have conquered armies of evil orcs, just to be one shotted by a beggar with a wooden pole, because he happens to be 20 levels higher than you. You get one shotted on PvP areas constantly by high level players, with no means to fight back, because of levels.
Levels are stupid. They are fine, even excellent in singleplayer RPG's where they belong. Your character progresses at a good pace with the story, it's a tailored experience that suits singleplayer RPG. It's shit in mmorpgs however, stupid, unlogical, and limiting. There's no other players in singleplayer games so you wont run into the plethora of problems that levels cause in massive multiplayer games.
You can have a ton of alternate ways to progress in these games, meaningful ways, which does not put you at an absolute disadvantage towards other players like a leveling system does.
Secret world has a very basic leveling system, it's just simply tied and hidden to the gear on you. It's stupid and silly system just so they can tell players "we dont have the standard leveling system, come see our amazing bastion of INNOVATION " so it really does not fit any argument against no-levels system imo.
I liked GW1 skill acquiring. Certain skills from certain sources.
Killing bosses (either from open world or raids/dungeons), rare elites mobs, chain epic quests and exploration might be a nice way to acquire skills. From use of weapon too and ofc from pvp. Professions are also an option.
All in all i think there are far more better ways to get skills, than with every couple of levels. Which means you wont stop getting new ones when at max lvl, but continue to add more of them, if you wish.
This, you spend more time progressing through end level gear tiers than you do in the actual leveling. If you remove the level concept you allow the development cycle to focus 100% on the mechanics that the majority enjoys the most. You lose a portion of the growing experience, but isn't it replaced by other aspects, like exploration? The journey then becomes the adventure, where will I go today, what will I find?
!= goto level 10 = read dungeon a1.4 where experience = set mechanics b = basic loot c, then vendor in days_x.
Yep GW1 horizontal progression kept me busy for a very long time, building up an arsenal of skills that made my character more interesting.
GW2 didn't. Its horizontal progression was basically just appearance gear collecting. Which is fine as a diversion, but doesn't really keep me interested in a character.
Learning new things keeps me interested as a character. That's why people love the vertical progression of levels, because they associate levels with learning new spells. Getting a new spell and playing around with it is fun. Far more entertaining than upgrading your sword of X+1 stats to a sword of X+2 stats.
Hopefully EQN really focuses on character building with lots of hard to obtain skills / classes to work for.
They haven't said anything about having no raiding yet. Chances are that it wont be tiered gear grind raiding though no. There are plenty of games out there doing very well without raiding and gear treadmills.
Not for nothing but Rift tried this with their class system when it first launched and people hated it. At first you had to find your class. People bitched so they changed it to doin a quest to unlock your quest. People bitched. So then they changed it again so that you could just pick what you wanted when you wanted it. EQN launch is a life time away atm and i would bet that this gets changed before or quickly after launch.
If they do it the way SWG was then it will be just fine. There was many viable builds.
Well, I don't agree with you.
Besides, pressure? Really? Well, I can't connect with that response.
I think in the end, it's a "to each his own" experience. What you say above, as far as end game is very much the opposite of how I"m wired.
Then again I don't believe in the "rise to max level and then raid endgame".
There should just be "game". What you do at level 10 is what you should be doing at 100. You are just more powerful, better at it, have more at your disposal.
Then again, I'm more for either a heavier pvp environment or more of a virtual world where what goes on in the world actually affects the players.
Sort of like a better done rift where the pve invasions actually took over major areas, and possibly permanently, and it really was up to the players to fix things.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
SWG had no levels before it turned to the dark side. EVE has no levels. Levels are outdated and a throwback to D&D. You don't need them to progress.
I for one will not miss them at all.
Funny.
I'm playing The Secret World, and all I'm noticing is that there are certain specific roles to be filled in any given major content. How those roles are filled, however, leaves much up to the player.
Now, if you're talking about the elitists who parse everything down to the 4th decimal point and freak out if your DPS is .0001 lower than they think you should be? Well, that's a people thing. The game doesn't enforce that attitude. The player(s) does/do. Fortunately, the very easy and quite effective solution to that is: Don't play with those people.
I'm with a Cabal of people who are going through the Nightmare dungeons, completing them and having fun. No one is being forced to use a specific build based on some template or parser numbers or whatever. There are common-sense things that people have to know and be aware of, sure. Standard survival type stuff. But that goes regardless.
Of course, I realize it's easier to blame a "thing" (ie. a game) than it is to blame a person - especially when that person is one's self. Many people don't like taking responsibility for their own poor choices (ie. playing in a way they don't enjoy because elitists say they must), so they blame it on something else instead. That's just people lying to themselves, though. And that's not the game's fault, either.
So, I rather think TSW's "no levels" setup has worked out rather well. The game itself is brilliant, the skill system is incredibly flexible and encourages people to experiment with different builds to suit any given playstyle. Can't get much better than that, IMO.
But then, I just don't waste my time trying to get into the good graces of elitist assholes who care more about numbers than they do about just having fun.
i am really sad to ee em go.
without lvls, you don't have people actually learning their chars, without "set classes" they neither learn their class.
so, what do we have at the end? alot of noobs randomly being everywhere, not knowing what they have to do.
how are items restricted? can everyone loot and wear everything? so we get people in max lvl armor because their pro friends actually dragged em to those items?
yea, welcome to arcade gaming. seriously... not interested.
ps: eve online doesn't have levels? are you out of your mind. every single skill in eve has a lvl. there are so many lvls in eve you can't even count em.
"believe me, mike.. i calculated the odds of this working against the odds that i was doing something incredibly stupid and i did it anyway!"