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MMO WK

Behind this mysterious title I'm hiding some hard work that might be published someday ;) The purpose of this blog is to share thoughts with you who love/hate MMO.

Author: Deewe

Time for an experience ON/OFF toggle?

Posted by Deewe Wednesday October 8 2008 at 2:56PM
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I have been toying with this concept for some time now.

For now in level based MMOs, 99% of them, players are obliged to follow the designer(s) where they want them to be.

You can't keep playing in the same zone, dungeon or battleground and feel challenged. Either you'll be overkill or worse turned into a chicken!

I think it would be interesting to be able to have characters sitting at certain levels for the following reasons:

  1. You can keep playing in the area you like
  2. Multiple alts at multiple level means you'll always have a character at the needed level to help/group with your friends
  3. You can enjoy new, lower, content without re-grinding a new character
  4. It can help socialization and RP.

I know most of the persons opposed to this argue about exploiting or griefing issues.

I agree some will have maxed characters with top end equipment and it could be an issue with PvP, much less with PvE. Well this is already the case without the toggle. The only difference is more people will have access to it so it might even create a better balance in the long term.

NotArkard writes:

This sounds a lot like twinking in World of Warcraft. It's nice to be able to play tiers in a certain area, but it doesn't stop people from getting 10 or so friends together at rank 11 with amazing blue gear and just trampling all the new players that come by.

It's nice for veteran players to be able to re-visit old areas, but in practice it falls short. There's new players joining the game every day, and much like in World of Warcraft they'll find the lower level tiers are filled with people who far out-skill and out-gear them.

Anyone with the determination to buy blue gear and sit in rank 10 without turning in quests just to help out leveling friends(or whatever) has access to doing this is as it is. It doesn't sound like it'd be any more accessible.

Let's face it, no one wants to stay at level 11 forever. So everyone would naturally cap out first and then re-visit those areas with awesome gear on a different character.

One idea could simply be to allow higher level players to cap their levels at the average for the tier and with that, would come a large down-ranking of the stats on their gear(something similar to FFXI's level sync system). You could turn your level 40 guy into a level 8(the average for T1), with the stats of level 8 renown gear, and you'd be good to go.

Wed Oct 08 2008 3:09PM Report
Balkin31 writes:

This makes a good argument for doing away with level based games....

Most skill based games allow you to lock skills giving you the choice to proceed in a skill or not...

 

Wed Oct 08 2008 3:38PM Report
Rollotamasi writes:

This for games with PvP = Bad idea.  This for games that are PvE only = I dont see a problem with it.

Wed Oct 08 2008 4:05PM Report
chrisleko writes:

Vanguard has an ability where you can turn off your xp gain... 

Wed Oct 08 2008 4:55PM Report
t0nyd writes:

DAOC has an xp on and off toggle. This is good for staying with in the level range that is the most fun for you. I see it as a good thing. The more options the better. Not everyone enjoys end game. Sometimes turning xp off and camping thid or molovik is more fun :)

Wed Oct 08 2008 6:38PM Report
Soupgoblin writes:

Why would you want to remain in an area that is way beneath you? Most people play MMOs for the challenge, not for easy kills (well, except for gankers/griefers and gold farmers).

When you get older, you aren't supposed to sit in the sandbox, or play with dolls, you go on to find adult toys. Besides, the kids (newbies) want to play in that area, and with you there, they feel uncomfortable and displaced (since you are  able to kill more due to better equipment).

EQ2 also has a way to turn of experience counter, but it is supposed to be used to keep from out-leveling your friends, not to farm an area over and over.

MMOs are about proggressing your character, if you want a toon the same level as your friends, then make an alt, level him to the point you want, then stop playing him until your appropriate level friend logs in.

Wed Oct 08 2008 7:06PM Report
fugue14 writes:

I love how people are suddenly interested in sight seeing, nothing to do with using the same feature to completely ruin the game for new players by rolling the cheesiest class imaginable and twinking themselves beyond comprehension because their douchebag main cant pvp his way out of a paper bag. Or he has already oppressed everyone endgame with his guild of ventrilo nerds who follow every one of his nasally commands to prevent himself from being scratched.

Anyone remember the roving guilds of fairy twinks in eq2 that would bring 20 people and camp every inch of the map. Or the low level "battlegrounds" in wow where it was less of a battle than a god awful experement involving two sides of rogue abominations who had 10x the hp of a normal player and would kill you in 3 seconds.
if they could seperate it from pvp somehow it would be a good idea but otherwise exp toggle = twinking = bad.

Wed Oct 08 2008 8:01PM Report
t0nyd writes:

If equipment wasnt absurb than twinking wouldnt be a problem. IF twinking wasnt a problem, then turning your xp off would be fine. I believe in a game like War, turning xp of would work just fine.

Thu Oct 09 2008 6:16AM Report
Laiina writes:

EQ2 has had the XP toggle for both adventure xp and tradeskill xp for years.

Thu Oct 09 2008 9:23AM Report
Deewe writes:

Once again, the twinking issue, mostly for PvP, is the major constraint in that matter.

I keep thinking as it would be available for the masses the impact will much lower than, let's say in a WoW like game where there isn't any toggle.

I agree the Eq2 roving guilds where an issue, but some simple rules and GM management would easily prevent that.

Camp = warning = temporary ban = people speak on forums = issue solved with first occurence

Result = XX players very unhappy to be warned / banned for abusing & thousand players happy to be able to enjoy the game.

Thu Oct 09 2008 1:35PM Report

MMORPG.com writes:
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