I've pretty much given up on ever getting a character to end game in (LOTRO). so basically gave up on the game. And like in other MMO's when they raise the level cap they raise XP on older levels, they don't seem to do that in LOTRO. So catching up is impossible, for me anyways. Every other MMO I've played leveling is more or less effortless.. And I've played most everything out there expect the Korean F2P messes.
what other mmo does this besides WOW ? (making old content give more experience)
Maybe none, but if any game need to do it its this one.
Lotro actually had its XP gain from both mobs and quests bumped since launch, at least in Eriador content. First playthrough it took me about a month to reach 50. (Which was partly due to not having enough quests at launch, Evendim wasn't there, nor Forochel, etc). Today it will only take a few days to get to 50. Moria has been streamlined a year ago, and is also much easier than it used to be.
Apart from getting more experience, more annoyingly is the fact that the made the whole process into a snooze fest. Mobs die in 2-3 hits in the early levels. Getting the undying title actually was an achievement at launch, my last playthrough I died first time at level 40ish because I fell of a mountain.
Remember that the first level 60 dinged on like December 3rd (like 10 days after release). So I'm not sure what the in-game time spent on that was, but it's still pretty quick, even by today's standards. I do know that, in general, it was a more lengthy process, though. However, I think that as your game ages, you do want to decrease that levelling curve. Otherwise, you're just creating barriers for new players, right?
It depends on what you reagrd the game as. Blizzard's current attitude seems to be that the endgame is the game, therefore players should get to it as quickly as possible. My feeling is that the game begins at level 1, and the meat of the game is developing on from there. Maybe because I come from playing single-player games like Skyrim, where obviously, if you started out the game at level 90, the whole thing would be pointless.
While I am pretty sure eve online is the slowest extant MMORPG in terms of maxing out. And, possibly Runescape in terms of exhausting unique content.
Thinking about it more remember an MMORPG that was built on the platform Active Worlds (Fittingly it was named AWRPG). The cap for it was 99 in any skill. It had combat, magic, fishing, gem polishing, and gathering as skills (if I recall correctly). Players were complaining to the main Developer that there was not enough room with the cap to grow the game content wise. And, sick of hearing about it (as it was mostly just one guy from what i understand). He raised the cap to 999.
Now increasing levels in this game worked on such a scale that every 10 levels or so, there was an exponential growth in the amount of experience needed to level from 10 level previous. I think this game ran fro about 8 years. By the time they actually closed it. The game had a few players well into the 300's. These players were effectively stronger then any creature in the game. They outgrew the need to even wear armor or wield weapons. With objects like teleportation tablets (of which you could buy as many as you want and self assign their coordinates). They could go anywhere in the world in a blink. Kill anything with a touch.
Many of them were mods and had the ability to build or destroy things (an ability originally given so that city leaders, who were also always mods, could change the area to reflect the results of role play visually... this included teraforming). So, a player who ticked one off would find them selves running from a wave of mountains being risen behind them only to run into them when they began to look where they were going.
The only real fun they had by the end was fighting each other. and playing their followers (newbs) against each other. Sometimes the 1-2 devs that there were would put themselves at the max ability they had programmed in come down to put them in check, and end up having their rear handed to them by these players ganging up on them.
I think by the time AW declined as whole and in-so-much so did this MMORPG. The devs had lost interest or lost the rl ability to work on the game much. So, they eventually closed it down. By the shut down though. I still don't think any player reached the absolute max.
EQ for slowest I did, there were specific levels called "hell levels" since they could take a few weeks to get through. If I remember correctly, every 5 levels there was a hell level, it was done on purpose.
Hell Levels for sure! IIRC, it took 9 months for someone to take the first character in the game to level cap!
EVE Online though as suggested above is unlikely to be capped in my lifetime.
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Comments
Lotro actually had its XP gain from both mobs and quests bumped since launch, at least in Eriador content. First playthrough it took me about a month to reach 50. (Which was partly due to not having enough quests at launch, Evendim wasn't there, nor Forochel, etc). Today it will only take a few days to get to 50. Moria has been streamlined a year ago, and is also much easier than it used to be.
Apart from getting more experience, more annoyingly is the fact that the made the whole process into a snooze fest. Mobs die in 2-3 hits in the early levels. Getting the undying title actually was an achievement at launch, my last playthrough I died first time at level 40ish because I fell of a mountain.
Slowest: Lineage 2
The grindiest game I ever experienced.
Fastest: Guild Wars 2
Very easy and quick to reach maximum level.
It depends on what you reagrd the game as. Blizzard's current attitude seems to be that the endgame is the game, therefore players should get to it as quickly as possible. My feeling is that the game begins at level 1, and the meat of the game is developing on from there. Maybe because I come from playing single-player games like Skyrim, where obviously, if you started out the game at level 90, the whole thing would be pointless.
While I am pretty sure eve online is the slowest extant MMORPG in terms of maxing out. And, possibly Runescape in terms of exhausting unique content.
Thinking about it more remember an MMORPG that was built on the platform Active Worlds (Fittingly it was named AWRPG). The cap for it was 99 in any skill. It had combat, magic, fishing, gem polishing, and gathering as skills (if I recall correctly). Players were complaining to the main Developer that there was not enough room with the cap to grow the game content wise. And, sick of hearing about it (as it was mostly just one guy from what i understand). He raised the cap to 999.
Now increasing levels in this game worked on such a scale that every 10 levels or so, there was an exponential growth in the amount of experience needed to level from 10 level previous. I think this game ran fro about 8 years. By the time they actually closed it. The game had a few players well into the 300's. These players were effectively stronger then any creature in the game. They outgrew the need to even wear armor or wield weapons. With objects like teleportation tablets (of which you could buy as many as you want and self assign their coordinates). They could go anywhere in the world in a blink. Kill anything with a touch.
Many of them were mods and had the ability to build or destroy things (an ability originally given so that city leaders, who were also always mods, could change the area to reflect the results of role play visually... this included teraforming). So, a player who ticked one off would find them selves running from a wave of mountains being risen behind them only to run into them when they began to look where they were going.
The only real fun they had by the end was fighting each other. and playing their followers (newbs) against each other. Sometimes the 1-2 devs that there were would put themselves at the max ability they had programmed in come down to put them in check, and end up having their rear handed to them by these players ganging up on them.
I think by the time AW declined as whole and in-so-much so did this MMORPG. The devs had lost interest or lost the rl ability to work on the game much. So, they eventually closed it down. By the shut down though. I still don't think any player reached the absolute max.
EVE Online though as suggested above is unlikely to be capped in my lifetime.
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Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"