Scoured through the search function for one of my more favorite reads; Opinion: Skill-based or Level-based? from The Pub section of the forums. Interestingly while I was engrossed in that most woefully debated subject of character progressions, I noticed that a much more meaningful aspect was left out...The end game dilemma.
I mean for what other reason(s) or why is that we as players; hardcore or casual, had never failed so far to persist at discussing the 2 different progression branches, as it's overdone, over-analyzed and yet..it still is relevant even when done repetitively?
The deal is because contents/features/competitive means are indefinitely 'locked' or exclusive to certain level intervals. And it's safe to assume, whether if you're a hardcore or a casual type of player, the word 'grind' rings a much heavier tone than it should after copious amounts of multiple MMORPG titles. The glaringly obvious predicament of having to log in, run off to certain training zones/maps, kill x amount of mob A, hit the next level just to spend another skill point to finally use the higher chosen skill in the tree. Yes now we're a tad more 'skillful' to uhh....oh no? Oh! Added another dmg boost for more..trains...*sigh*
There's no lowbies' exclusive open fights in PvP to break the rut. There's no way anyone can skip the arduous task of gathering crafting materials to start off at a lowbie set of armors because there is none. The skill points' rates are tied to exp gains instead of skills' usage, so that means more grinding just to even out the 2....And for fuck sake you ask yourself "Wow? I need 5 levels more to get a job class and to PvP?".
It's even more daunting since we haven't touched if the game is proportioned around items' stats > builds type of mechanics. The usual level requirements rule must apply and that adds to the conundrum.
So we figure "Hey? Maybe I don't have to hack and slash at those butt fugly mobs right now?Let's do some quests just for breathers..".
NPC: Go kill x amount mob B and bring me back all of the furs.
Player: "Uhh O_o!?"
Long story cut short, there's no added incentives from helping a fellow lowbie. There's no specific set of quests to allow for some peer assistance.There's no introductory combat stages to familiarize lowbies for an open ended PvP environs and there's definitely no other diversions to break up the grind routines, just to get to a specific level for some phat lewtz or to finally gank a pack of noobs out of boredom.
The so called challenges through probably a series of ongoing PvE fests of grouping against tough or unique mobs right up to special types of mobs are left out at medium stages from the max level cap. For every action and level gained, there's no real auto effect on other players. No effects on the storyline and there's no moral alignment system to keep you on your toes, as you can only go evil by ganking (for example). Political and social aspects are largely controlled by guilds and not by collective actions from independent players. The economy is whacked out as long as there's still the word 'farming'.
Lowbies can't build villages/towns or zone out their own lands and even when they can finally do that, they'll need a guild crest to do so. Lowbies can't organize PvE events or 'capture the flag' sieges like guilds do, even on unwanted lands.
Because out of every starting towns, the world is not theirs...just yet...
User Comments
Great post... and you're right - so many arguments tangential to this - but few address - as you say - this causual point. I'm not sure this is relevent but the WAr folks were discussing perhaps truning high-lvls that go into low level ares into CHICKENS?
seems an artificial way to create game balance to me ( tho humorous) - but I daresay the core issue here IS attempts to balance the game ( or put it off until end-game to AVOID that question)..
so if I may ask - what would you suggest balance-wise to make the more-sandbox game you seem to suggest plausible?
i suspect our interests are similar: http://www.mmorpg.com/discussion2.cfm/thread/136662
Good post and until casuals speak with their wallets nothing will really change.
I do disagree that casual players will ever control a game. Why?
Every single MMORPG's business model is time = reward = paying customers. That is a great business model no matter how we want to argue or debate the issue.
There are games out there that have effects on a player if they choose to murder players. The basic problem is there are ways around any system a human develops and it will get exploited and does get exploited.
The basic problem is we players that have less time to play, will not compete with other players that have more time then we have to play the games. I can live with that.
The basic problem in my travels thru many MMORPG's is that those without the time to play get upset when those that have more time and have better items. Players do not want to group and get upset with players that group to get something done. Who really cares! I am a grand father and have gamed with my two son's since oh Atari and I play to have fun. When I no longer have fun I Quit. Currently not playing any online games. My last game was WOW and I had a blast and raided and rep grinded. Played like 10 - 12 hours a week and could keep up.
I played Lineage 2 and it is a grind but you did effect the world and imposed taxes, held towns, and played with politics. But it basically sucked when NCsoft did not balance the classes or got rid of blantant open botting and farmers.
UO had great PVP.
I am truly hoping for a game that is easy to learn and hard to master that combines great PVP with some of lineage's ideas and balances classes around a skill based system with maybe a 3 person group.I do not want pvp balanced around 1v1 it will never happen.
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