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Originally Posted by Lourdin The problem with levels today is that they mean nothing. In EQ when you got a level, it took a long time and it because of that, it really had a feeling of satisfaction tied to it. I think a game that only had 20 levels to the cap would be easier for a developer to build. It is enough levels to allow for a learning curve, and it would make the content/lore more viable because it can be condensed to focus on a smaller spectrum then a larger clusterfuck of crap.
One of the great factors of early EQ dungeons and zones is they catered to a broad array of levels. They were used for multiple levels of progression and not just for a 2 levels. People could spend 10 levels in there, learning the zones, the encounters, AND the lore. People that are in an area for 1-2 levels are not going to take the time to enjoy the lore and immerse themselves into the game beyond the hack and slash. No reason to. |
I was thinking of a reply along these lines but he said it far better than I would have. If you still wanted a massive game world you could make people actually have to adventure and not just sit in one zone at a time. Pretty much everybody on these boards will talk about their fond memories of traveling from Greater Faydark to the Commandlands and how epic it was the first time...so reward people for doing it. Sure, the actual awe inspired feeling of your first MMO might not be recaptured but if there's a system in place that keeps exp ticking as you make your grand trek across the world in enough quantities to make it worth the player's time...it's a hell of a lot better than the route WoW has taken for leveling. Steal phasing from WoW and make random generated phase encounters/non-random story progression while you make the trip and you have content to keep action along way.