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Yet ANOTHER summer sale. Things are going.. well?

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  • Loke666Loke666 Member EpicPosts: 21,441

    Most P2P games usually try tricks to get more players a while after launch, nothing really odd here.

    But of course could things go better, the few optimistic people who said this was the next Wow were wrong. Still, it seems to have done pretty fine for the game anyways, it is still one of the largest Western P2P games.

  • DistopiaDistopia Member EpicPosts: 21,183

    Originally posted by Clywd

    Originally posted by MMO.Maverick


    Originally posted by Clywd


    Originally posted by MMO.Maverick



    Let's talk figures, Rift takes an average of 125-150 hours to reach level cap, other MMO's like WoW, LotrO, AoC took an average 175 to 250 hours to reach level cap.

    Rift took me 52 hours to get to level 50 with my first char. I want the days back, when level meant something, when you are not always in a hurry because a hour was the biggest imaginable time frame for "the next step".

    Yes, there was a lot more mob grinding (MOB grinding in groups, not solo quest grinding!) in EQ. But that was fun and enjoyable. Nowadays the creation and evolution of a char is just a small tutorial for the so-called endgame. Can't wait for a game that is worth a three month subscription - long time not seen...

    Interesting, because according to this thread most people took at least 120+ hours to reach level cap, and a number of them weren't exactly slacking. So unless you found a huge speed leveling bug or trick, I think I'm going to stick to what those other people were reporting, which was that 50 hours brought you nowhere near to L50 image

    During Prelaunch there was a bug that allowed to get to max level within two days. Neither me nor my leveling group abused that bug, we just did the quests (ok, we knew all the quests and spots from alpha, so that maybe gave us an "advantage"). My whole group reached 50 before the official launch without even trying to be the fastest... Anyway, I still believe that you can get to the max level in under fifty hours played.

    Edit: just googled it, first level 50 was under 25 hours: http://forums.riftgame.com/showthread.php?94468-Abomos-and-Erhoben-world-first-level-50s-on-US-Spitescar&__utma=1.1119213578.1297988403.1310337725.1310643309.68&__utmb=1.4.10.1310643309&__utmc=1&__utmx=-&__utmz=1.1310643309.68.14.utmcsr%3Dgoogle|utmccn%3D%28organic%29|utmcmd%3Dorganic|utmctr%3Drift%2520first%252050&__utmv=-&__utmk=46405415

    Regarding GW2: I'm not so sure if a better scripted solo-quest engine will be the revolution of the genre. I still see no point for grouping in gw2 - but we will see when it is ready, if it will be the first game to live up the hype.

    level 50 in 50 hours is an hour a level, in 25 a half an hour, what's the point in playing a game like this as there's no way you're experiencing it all?

    For every minute you are angry , you lose 60 seconds of happiness."-Emerson


  • ClywdClywd Member UncommonPosts: 261

    Originally posted by Malickie

    Originally posted by Clywd


    Originally posted by MMO.Maverick


    Originally posted by Clywd


    Originally posted by MMO.Maverick



    Let's talk figures, Rift takes an average of 125-150 hours to reach level cap, other MMO's like WoW, LotrO, AoC took an average 175 to 250 hours to reach level cap.

    Rift took me 52 hours to get to level 50 with my first char. I want the days back, when level meant something, when you are not always in a hurry because a hour was the biggest imaginable time frame for "the next step".

    Yes, there was a lot more mob grinding (MOB grinding in groups, not solo quest grinding!) in EQ. But that was fun and enjoyable. Nowadays the creation and evolution of a char is just a small tutorial for the so-called endgame. Can't wait for a game that is worth a three month subscription - long time not seen...

    Interesting, because according to this thread most people took at least 120+ hours to reach level cap, and a number of them weren't exactly slacking. So unless you found a huge speed leveling bug or trick, I think I'm going to stick to what those other people were reporting, which was that 50 hours brought you nowhere near to L50 image

    During Prelaunch there was a bug that allowed to get to max level within two days. Neither me nor my leveling group abused that bug, we just did the quests (ok, we knew all the quests and spots from alpha, so that maybe gave us an "advantage"). My whole group reached 50 before the official launch without even trying to be the fastest... Anyway, I still believe that you can get to the max level in under fifty hours played.

    Edit: just googled it, first level 50 was under 25 hours: http://forums.riftgame.com/showthread.php?94468-Abomos-and-Erhoben-world-first-level-50s-on-US-Spitescar&__utma=1.1119213578.1297988403.1310337725.1310643309.68&__utmb=1.4.10.1310643309&__utmc=1&__utmx=-&__utmz=1.1310643309.68.14.utmcsr%3Dgoogle|utmccn%3D%28organic%29|utmcmd%3Dorganic|utmctr%3Drift%2520first%252050&__utmv=-&__utmk=46405415

    Regarding GW2: I'm not so sure if a better scripted solo-quest engine will be the revolution of the genre. I still see no point for grouping in gw2 - but we will see when it is ready, if it will be the first game to live up the hype.

    level 50 in 50 hours is an hour a level, in 25 a half an hour, what's the point in playing a game like this as there's no way you're experiencing it all?

    What's the point in doing a level in four hours? What's the point in playing a game at all?

    I guess you can safely assume that everyone of those who raced to 50 within the first week already played heavily alpha or at least beta, so there was nothing new to experience for them anyway. At least for my group the leveling was sooo boring, we almost couldn't stand it, so we wanted to do it as fast as possible to get to the dungeons and raids, that we couldn't see in alpha. Now we know, why Trion didn't show them to us earlier...

    Currently playing: EverQuest
    Waiting for Pantheon: Rise of the Fallen

  • MMO.MaverickMMO.Maverick Member CommonPosts: 7,619

    Originally posted by Clywd

    During Prelaunch there was a bug that allowed to get to max level within two days. Neither me nor my leveling group abused that bug, we just did the quests (ok, we knew all the quests and spots from alpha, so that maybe gave us an "advantage"). My whole group reached 50 before the official launch without even trying to be the fastest... Anyway, I still believe that you can get to the max level in under fifty hours played.

    Edit: just googled it, first level 50 was under 25 hours: http://forums.riftgame.com/showthread.php?94468-Abomos-and-Erhoben-world-first-level-50s-on-US-Spitescar&__utma=1.1119213578.1297988403.1310337725.1310643309.68&__utmb=1.4.10.1310643309&__utmc=1&__utmx=-&__utmz=1.1310643309.68.14.utmcsr%3Dgoogle|utmccn%3D%28organic%29|utmcmd%3Dorganic|utmctr%3Drift%2520first%252050&__utmv=-&__utmk=46405415

    Regarding GW2: I'm not so sure if a better scripted solo-quest engine will be the revolution of the genre. I still see no point for grouping in gw2 - but we will see when it is ready, if it will be the first game to live up the hype.

    25 hours to reach level 50 doesn't really count, from what I heard they used a design flaw or game bug or some other trick that enabled you a lot faster than what's normal. In fact, for most MMO's you hear reports that there are people who reached level cap within a week. This isn't usable as the normal or average leveling time for 99% of the MMO gamers.

    Maybe a better way of measuring would be the average leveling time of a first time playthrough, also presumably without the use of game or design bugs or other fasttrack tricks that would enable people to level a lot faster than people who aren't aware of the existence of such.

    I'm pretty sure that there'll be people with record times for reaching level cap in WoW and LotrO as well, but that isn't representative for the average range of playtimes in which the net playtimes of 99% of MMO gamers to reach level cap will be at.

    The ACTUAL size of MMORPG worlds: a comparison list between MMO's

    The ease with which predictions are made on these forums:
    Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."

  • AzrileAzrile Member Posts: 2,582

    Originally posted by Lasterba

    People are beginning to discover that Rift has exactly zero depth.  You can rush to max level in 2 weeks then sit around and do nothing...or make an alt and do the exact same quests again for 2 more weeks.

    What ever happened to games that couldn't be "beaten" in less than a month??

    /sigh

    I think your comment goes more to the problem with Rift.   AOC had a similar problem... alts were forced to do the exact same quests, and even though there was some variations in gameplay because of your class.. it still felt very boring doing the same quests in the same zones.

    When WOW launched, you could level 6 characters to endgame and not do the same quest twice.   This bought Blizzard a lot of time to really dial-in endgame because even though endgame characters were stagnant for many months after launch, playing new races, and especially new factions gave you a very different feel to the game with completely new zones and quests.

  • popinjaypopinjay Member Posts: 6,539


    Originally posted by Azrile

    When WOW launched, you could level 6 characters to endgame and not do the same quest twice.   This bought Blizzard a lot of time to really dial-in endgame because even though endgame characters were stagnant for many months after launch, playing new races, and especially new factions gave you a very different feel to the game with completely new zones and quests.

    I think this is exactly what SWTOR is aiming for with all the missions and split paths.

    Given the different amount of classes it has the potential to do what most recent mmos havent done well, given a lot of replay value before people get burned out.


    If there is no endgame in SWTOR, it might not matter much in the first half a year if people are having fun rerolling alts because the story is fresh. Then when the higher level content is finised up people can get back into the swing.

    This was RIFT's biggest flaw so far, not enough paths and the fact that your class was already an 'alt' simply by switching souls, at max you only really have monotonous grinding as the remedy, either dungeons or reputation grinds.

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