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Old 05-23-2006, 07:27 AM   #1428 (permalink)
Genjiro
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Quote:
Originally Posted by Zehn - Vhex
As for the ease of getting 60 in WoW, this is both it's boon and it's bane. Sure it means retards with ADD can get past level 20, but let's put it this way, EQ's huge time requirements was the major factor in alot of good people who just didn't have the time quitting. We had at least a dozen people, if not many more, who began to fall way behind the curve during PoP simply because of the huge time requirments. In WoW, awesome people don't get left behind just because they only have 2 hours a night at most to game.
Yea, to be sure EQ's leveling system was a double edged sword. I think people tend to try and say one is better than the other but, honestly it's more of which system fits in with your real life schedule. To that end, WoW is probably much more compatable, but that only applies to people who are hellbent on leveling up quickly. There are some people out there who like a slower pace, and who could really care less about how long it takes to max out. For those people, I think content is the key, lots of unique places to visit--who would rather stop to smell the roses than rush to endgame. I'm more of the latter, and I go experience everything else on my alts and such, but hey, to each his own.

To expand on what Zehn said, I'm curious how well the Vanguard fellowship system will work to address those exact concerns he brought up. As most of you know (and some who don't), they plan on putting a fellowship program in place for small groups of players (like many of us who go game-to-game together) where the experience will be split up online or offline. I yanked this bit off a Silky Venom writeup from awhile back which better explains it.


Quote:
Originally Posted by Silky Venom
Jeff Butler also talked a little about fellowships, the persistent experience-sharing system whereby friends can ensure they progress evenly. A fellowship is a player association sort of like a cross between a guild and a group - like a guild, a player is in it until he opts to leave, but like a group it's small and involves sharing experience. In fact, Jeff said fellowships would probably be capped at group size. Every member of the fellowship will split xp, so if you have a six-man fellowship and one person is online leveling up he's getting 1/6th the xp from his kills, and all of his fellowship members are getting the same. Fellowships will help groups of friends, presumably especially real-life friends, stick together through the game. Because being separated too far in level will lead to being separated geographically, it's important for people who want to see each other in game to stay near each other in level.
Personally, there are friends of mine who don't have the time they used to but are amazingly skilled players. For me, it would be worth cutting xp of my own to keep them with the group, because I would rather have a great player raiding with me 4-5 hours a night than losing that player along the way because they get frustrated out of having to be in craptastic pickup groups or are left to solo. Also to note is that the fellowship is supposed to be able to tie themselves to a caravan, so if 5/6 people log on and move an hour to adventure in a new dungeon spot, when the 6th member logs on he will be with the caravan near the dungeon or wherever they are adventuring. I think these are some pretty interesting ideas, though we haven't heard much about them recently.

I would be curious to hear from Brad/Oloh or any of the other guys how this is coming along and if there is any new news concerning it, because I think this is one of the better ideas to come out of VG personally.
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