DDO just went free to play. Subscriptions are optional, but still have benefits. So you have a free tier where you can play the entire game from level one up to the cap. As you level up you'll find more and more adventures and areas locked unless you pay, but you can still play the game without paying. And they are introducing Turbine Points, which are a microtransaction system like Sony's Station Store.
Free Realms and Runes of Magic have proven that this model is attractive to players. And now with AAA titles like Dungeons and Dragons Online getting into the freemium game, who is next?
I have a suspicion that it will be Sony, with EverQuest II.
They have been hinting for a while of major plans in the works. They are adding lots of new content to the low level areas. They are adding content like Research Assistants that reward people for nothing more than subscribing (which most players don't want -- but would probably enjoy as a "premium" feature for subscribers in a freemium game). They are going to great lengths to finally fix the graphics engine (why bother in a game this old?!) We have the Station Store that no one asked for, which makes the most sense in a game where people aren't already paying you. And they have taken a rather sudden and unexpected interest in simplifying the more complex game mechanics (such as the spell naming conventions), which is a lot of work for very little gain, given that the current player base are already accustomed to the old names, and a game this old doesn't normally get a large influx of new players.
By going with a freemium model, EverQuest II just might gain that influx of new players that would justify all of this work.
At least that's what I'm hoping... I'd love to see new life breathed into my favorite game (at the moment :) ) by adopting a freemium model.
Tuesday, June 9, 2009
Wednesday, June 3, 2009
FFXIV Online Will Be Casual Friendly
From the Square Enix E3 Live Blog:
12:01
Q: What influence have games like World of WarCraft have on the development of FFXIV?
12:02
A: As with WoW, we want to aim a bit for the casual user. However, we don't want to make a copy of WoW. We believe we will have things that are unique and will stand out from that game.
Thank goodness. Hopefully it will retain the unique qualities of FFXI without becoming a second job that *I* pay for.
I am a happy man right now.
12:01
Q: What influence have games like World of WarCraft have on the development of FFXIV?
12:02
A: As with WoW, we want to aim a bit for the casual user. However, we don't want to make a copy of WoW. We believe we will have things that are unique and will stand out from that game.
Thank goodness. Hopefully it will retain the unique qualities of FFXI without becoming a second job that *I* pay for.
I am a happy man right now.
Tuesday, June 2, 2009
Final Fantasy XIV Online
One of the surprise announcements at the Sony Press Conference that just completed was Final Fantasy XIV Online. This excites me, particularly because Final Fantasy XI was a game that I still sometimes think fondly of.
Yes, most people consider Final Fantasy XI to be an unrepetant grindfest, and it is. I didn't even level past 50 with my highest job since, after completing the first limit break quest, I no longer had the stomach for insanely long camps.
But Final Fantasy XI had some insanely great features that I haven't seen replicated nearly so well in any other game. We have no details about Final Fantasy XIV, and it is a completely different game, like all Final Fantasy games, involving its own unique game mechanics. However, I can only hope that they manage to retain these successful features from their previous online endeavor, while correcting some of the more unforgiving aspects of the game.
My favorite feature of Final Fantasy XI was the job system. This allowed you to change classes at any time. I played a Paladin (up to level 50), and leveled Beastmaster and White Mage into the 30s. Naturally I had a decently levelled Warrior job as well. All of this was done on one character.
In some games, like EverQuest II, I feel like I need a stable of alts to keep playing. I get bored playing the same class all the time. But the problem with alts is, as far as anyone else is concerned, you're a completely different person. Also, you have to do the same quests all over again.
With the job system, items I earn on one character that I can't use because they are for a different class, can be used when I change jobs. Quests that allow you to access restricted parts of the game or unlock special content don't need to be repeated over and over again for each alt. And, most importantly, my friends know who I am and what I'm playing, without forcing me to keep them updated or hog up half their friends list.
The skillchain and magic burst system was also an incredibly fun part of gameplay. It allowed multiple players to combine abilities to set off a powerful effect. EverQuest II tried a similar form of interaction with its Heroic Opportunity system, but failed, because their effects weren't worth the trouble.
The auction house was also a great feature. It used a blind auction where sellers posted an item for sale at a specified price. Buyers then attempted to purchase it, usually starting at the low end and moving up. The buyer doesn't know what the asking price is. If there are multiple sellers, the seller asking for the lowest amount gets his product moved first. There is a relatively recent price history you can use to get an idea of what recent sale prices were. This system helped reduce undercutting, since people generally undercut from the last actual sale price, instead of the last ask price.
I also loved the itemization. In Final Fantasy XI, statistics were relatively rare on items. Sometimes, it made sense to earn very low level items, simply because they had a stat bonus you wanted. In most other MMOs I've played, the progression is usually pretty linear.
In EverQuest II, for example, it's pretty uncommon to lust after a level 15 item at level 80. When EQ2 first came out, most every item in the game just had a random assortment of + modifiers to various statistics. Most items felt the same. The difference was usually whether it had +sta/wis or +str/int.
In Final Fantasy XI, however, it was common to see level 75s waiting around to smush Leaping Lizzy for a level 7 drop. These items sold for millions of gil. And people would go to great lengths just to get a rare drop that was identical to the common item, except with a "+1" to some stat.
Of course, none of this mattered in the long run for this consumer. The grind eventually forced me to quit and move on, and I eventually found a new home with EverQuest II. But I think there is evidence that Square Enix will not be making yet another grindfest. Over the years, they have made Final Fantasy XI far less 'hardcore.'
They introduced Fellowship NPCs, who act like Mercenaries or Guild Wars henchmen. They have even added "solo" quests to a game known for being an unrepentant group-only grind. They also added a Level Sync system which essentially makes everyone act as if they are the same level, eliminating the penalty for grouping with higher level party members, and making it easier to find a group.
So hopefully this is a sign that Square Enix understands that the MMO playing demographic has changed. But I guess we'll find out for sure in 2010.
Yes, most people consider Final Fantasy XI to be an unrepetant grindfest, and it is. I didn't even level past 50 with my highest job since, after completing the first limit break quest, I no longer had the stomach for insanely long camps.
But Final Fantasy XI had some insanely great features that I haven't seen replicated nearly so well in any other game. We have no details about Final Fantasy XIV, and it is a completely different game, like all Final Fantasy games, involving its own unique game mechanics. However, I can only hope that they manage to retain these successful features from their previous online endeavor, while correcting some of the more unforgiving aspects of the game.
My favorite feature of Final Fantasy XI was the job system. This allowed you to change classes at any time. I played a Paladin (up to level 50), and leveled Beastmaster and White Mage into the 30s. Naturally I had a decently levelled Warrior job as well. All of this was done on one character.
In some games, like EverQuest II, I feel like I need a stable of alts to keep playing. I get bored playing the same class all the time. But the problem with alts is, as far as anyone else is concerned, you're a completely different person. Also, you have to do the same quests all over again.
With the job system, items I earn on one character that I can't use because they are for a different class, can be used when I change jobs. Quests that allow you to access restricted parts of the game or unlock special content don't need to be repeated over and over again for each alt. And, most importantly, my friends know who I am and what I'm playing, without forcing me to keep them updated or hog up half their friends list.
The skillchain and magic burst system was also an incredibly fun part of gameplay. It allowed multiple players to combine abilities to set off a powerful effect. EverQuest II tried a similar form of interaction with its Heroic Opportunity system, but failed, because their effects weren't worth the trouble.
The auction house was also a great feature. It used a blind auction where sellers posted an item for sale at a specified price. Buyers then attempted to purchase it, usually starting at the low end and moving up. The buyer doesn't know what the asking price is. If there are multiple sellers, the seller asking for the lowest amount gets his product moved first. There is a relatively recent price history you can use to get an idea of what recent sale prices were. This system helped reduce undercutting, since people generally undercut from the last actual sale price, instead of the last ask price.
I also loved the itemization. In Final Fantasy XI, statistics were relatively rare on items. Sometimes, it made sense to earn very low level items, simply because they had a stat bonus you wanted. In most other MMOs I've played, the progression is usually pretty linear.
In EverQuest II, for example, it's pretty uncommon to lust after a level 15 item at level 80. When EQ2 first came out, most every item in the game just had a random assortment of + modifiers to various statistics. Most items felt the same. The difference was usually whether it had +sta/wis or +str/int.
In Final Fantasy XI, however, it was common to see level 75s waiting around to smush Leaping Lizzy for a level 7 drop. These items sold for millions of gil. And people would go to great lengths just to get a rare drop that was identical to the common item, except with a "+1" to some stat.
Of course, none of this mattered in the long run for this consumer. The grind eventually forced me to quit and move on, and I eventually found a new home with EverQuest II. But I think there is evidence that Square Enix will not be making yet another grindfest. Over the years, they have made Final Fantasy XI far less 'hardcore.'
They introduced Fellowship NPCs, who act like Mercenaries or Guild Wars henchmen. They have even added "solo" quests to a game known for being an unrepentant group-only grind. They also added a Level Sync system which essentially makes everyone act as if they are the same level, eliminating the penalty for grouping with higher level party members, and making it easier to find a group.
So hopefully this is a sign that Square Enix understands that the MMO playing demographic has changed. But I guess we'll find out for sure in 2010.
Monday, June 1, 2009
Easy Breezy Server Transfers
Another feature in Free Realms that I hope will become more commonplace in the future is the fact that characters are not bound to a single server. You actually select the server you want to play on after logging in. The same character can play on any server. It's not the most ideal solution: I prefer Guild Wars' implementation better, where everyone is in one shared reality and you can change instances at will.
But however it's implemented, disassociating the character with the server removes a significant obstacle in playing a game. It's always rather frustrating when I run into someone who plays an MMO I'm playing, whether its EverQuest II now, or City of Heroes in the past, or even World of Warcraft. And then you realize they picked a different server.
So I pretty much have to hope all the friends I ever make will be on the server I rather randomly selected on day one? And hope that that server's population doesn't dwindle, leaving me playing an online game with NO ONE to play with? And hope that I don't discover that the culture that developed on a different server might be more compatible with my playstyle -- but after I've become too invested in my existing characters to simply abandon them and reroll?
An MMO gains strength by getting its players to feel invested in their characters. That means getting them to NOT want to simply abandon the toon and reroll. Preventing easy transfers actually makes it more likely for players to QUIT the game (if you have to abandon your character anyway, you may as well play a new game, rather than simply mimic your previous steps for a month to bring your new clone on the new server back to a similar level of progression.)
I'm not sure I understand why the game developers bind us to a single server anyway. Why not let us transfer between servers freely? Why have exorbitant character transfer fees ($50 a character is outrageously expensive for one, let alone the dozen I have)?
Part of it is technical, of course. Each server probably has different data centers associated with it, not all of which are collocated. Am I wrong in thinking that the benefits to player retention would most likely outweight the costs of developing that tool?
If all my friends on server A quit, I might have friends on server B that I could play with -- but I'm not paying $50 a character to move them, and I'm probably not interested in leveling from 1-80 all over again. Or let's say I pick a server and suddenly find that the population is low and it's hard to find a group. I would be more inclined to quit the game than start all over somewhere else; while I can't speak for anyone else, I can't imagine most people would find "reroll a new character" (which takes a few days /played, and therefore several months for the majority of players) to be a viable solution. Our time is money and most of us would rather spend it doing something new instead of repeating what we've already accomplished, just somewhere else, which might itself suffer from a population issue by the time we get back to the same level of progression we started out at.
Another obstacle is name collisions, due to game decisions like forcing characters to have unique first names, but allowing multiple accounts to pick the same name so long as the characters are on different servers. But that's a decision that players can choose to make. OR, an even better solution, would be to ALLOW duplicate names, just like the real world allows. And like Champions Online will allow.
Preventing easy server transfers doesn't really help prevent griefing, especially when there are cheap name change potions available.
So there's all that. What other reasons remain for making it difficult to change servers? What wouldn't Sony have to gain if, for instance, they took their character transfer service, and got rid of the fees, making it free for everyone to transfer between servers with compatible rulesets (even if it had a few reasonable time limits, like restricting characters to moving once per month)?
But however it's implemented, disassociating the character with the server removes a significant obstacle in playing a game. It's always rather frustrating when I run into someone who plays an MMO I'm playing, whether its EverQuest II now, or City of Heroes in the past, or even World of Warcraft. And then you realize they picked a different server.
So I pretty much have to hope all the friends I ever make will be on the server I rather randomly selected on day one? And hope that that server's population doesn't dwindle, leaving me playing an online game with NO ONE to play with? And hope that I don't discover that the culture that developed on a different server might be more compatible with my playstyle -- but after I've become too invested in my existing characters to simply abandon them and reroll?
An MMO gains strength by getting its players to feel invested in their characters. That means getting them to NOT want to simply abandon the toon and reroll. Preventing easy transfers actually makes it more likely for players to QUIT the game (if you have to abandon your character anyway, you may as well play a new game, rather than simply mimic your previous steps for a month to bring your new clone on the new server back to a similar level of progression.)
I'm not sure I understand why the game developers bind us to a single server anyway. Why not let us transfer between servers freely? Why have exorbitant character transfer fees ($50 a character is outrageously expensive for one, let alone the dozen I have)?
Part of it is technical, of course. Each server probably has different data centers associated with it, not all of which are collocated. Am I wrong in thinking that the benefits to player retention would most likely outweight the costs of developing that tool?
If all my friends on server A quit, I might have friends on server B that I could play with -- but I'm not paying $50 a character to move them, and I'm probably not interested in leveling from 1-80 all over again. Or let's say I pick a server and suddenly find that the population is low and it's hard to find a group. I would be more inclined to quit the game than start all over somewhere else; while I can't speak for anyone else, I can't imagine most people would find "reroll a new character" (which takes a few days /played, and therefore several months for the majority of players) to be a viable solution. Our time is money and most of us would rather spend it doing something new instead of repeating what we've already accomplished, just somewhere else, which might itself suffer from a population issue by the time we get back to the same level of progression we started out at.
Another obstacle is name collisions, due to game decisions like forcing characters to have unique first names, but allowing multiple accounts to pick the same name so long as the characters are on different servers. But that's a decision that players can choose to make. OR, an even better solution, would be to ALLOW duplicate names, just like the real world allows. And like Champions Online will allow.
Preventing easy server transfers doesn't really help prevent griefing, especially when there are cheap name change potions available.
So there's all that. What other reasons remain for making it difficult to change servers? What wouldn't Sony have to gain if, for instance, they took their character transfer service, and got rid of the fees, making it free for everyone to transfer between servers with compatible rulesets (even if it had a few reasonable time limits, like restricting characters to moving once per month)?
Saturday, May 30, 2009
At the Border Between the Free Realms and Norrath
Tipa opined, "Will EverQuest III be Free Realms II?", making the astute observation that Sony would hardly invest so much time in this new technology and not use it elsewhere. I think that goes without saying. It would be a waste of effort for any company to reinvent the wheel. EverQuest II shared a common foundation with Star Wars Galaxies. Similarly, some of the technologies in Free Realms are probably a taste of things to come in a future SOE AAA title.
The main feature that I expect to see in future SOE titles would be the streaming technology. Ogrebears disagreed, arguing that no one would want to stream a large title, given that MMOs are often in the 8-10GB range, and many top 20GB. I would argue that the size of new MMOs is the principle reason WHY streaming technology is necessary. Streaming brings many benefits that fix issues that games with particularly large resource footprints, like MMOs, face.
One of the main benefits is that you get into the game faster. I tried to encourage a friend to join EverQuest II. He downloaded the client and started the download. Then proceeded to complain day after day that the download was taking forever. I imagine World of Warcraft would have taken just as long to patch to the latest version from the original discs that were put on shelves in 2004, but he already had that installed. I don't think he ever even bothered to get in game. At some point, other things intervened and he didn't bother to try.
That's just one anecdote, but I doubt its an outlier. It's just human nature: we're all willing to try something new, but generally not if it's going to cost us. And babysitting a computer program patching over 10GB+ of data slowly isn't something many people will bother with, except the die-hard MMO addicts among us.
On the other hand, if you can download a smaller client, with just the files you need to launch the newbie area instantly, you can get a lot of people in the game instantly. Which means you get more potential conversions to subscribers.
Free Realms' streaming technology provides the ability to update the client WHILE IT IS RUNNING. [Update: Actually, I'm not sure if Free Realms can do that. I think I may have been confusing what I read with something in an article about Guild Wars' streaming technology, which does have the ability to seamlessly update the game on the fly. At any rate, it is a potential benefit of the technology that I'd like to see exploited and expanded upon in future games.] This is important because it reduces down time (which is a competitive advantage to other games). It also allows you to patch more often and more frequently (no more waiting until patch day to close a major exploit!).
The benefits don't have to be limited merely to reducing downtime for patching in fixes or major content updates. Being able to stream new information and new items on the fly provides more flexibility for Live Events, since you don't have to take down the servers to change the world. The Live Event can go through several stages and have smaller, more incremental changes over time.
While Free Realms isn't the type of game I'd like to play, because it is oriented towards kids, it has many features that I would love to see in a more mature setting. Streaming content is one such feature. Next week, I'll ramble on about a few of the others.
The main feature that I expect to see in future SOE titles would be the streaming technology. Ogrebears disagreed, arguing that no one would want to stream a large title, given that MMOs are often in the 8-10GB range, and many top 20GB. I would argue that the size of new MMOs is the principle reason WHY streaming technology is necessary. Streaming brings many benefits that fix issues that games with particularly large resource footprints, like MMOs, face.
One of the main benefits is that you get into the game faster. I tried to encourage a friend to join EverQuest II. He downloaded the client and started the download. Then proceeded to complain day after day that the download was taking forever. I imagine World of Warcraft would have taken just as long to patch to the latest version from the original discs that were put on shelves in 2004, but he already had that installed. I don't think he ever even bothered to get in game. At some point, other things intervened and he didn't bother to try.
That's just one anecdote, but I doubt its an outlier. It's just human nature: we're all willing to try something new, but generally not if it's going to cost us. And babysitting a computer program patching over 10GB+ of data slowly isn't something many people will bother with, except the die-hard MMO addicts among us.
On the other hand, if you can download a smaller client, with just the files you need to launch the newbie area instantly, you can get a lot of people in the game instantly. Which means you get more potential conversions to subscribers.
Free Realms' streaming technology provides the ability to update the client WHILE IT IS RUNNING. [Update: Actually, I'm not sure if Free Realms can do that. I think I may have been confusing what I read with something in an article about Guild Wars' streaming technology, which does have the ability to seamlessly update the game on the fly. At any rate, it is a potential benefit of the technology that I'd like to see exploited and expanded upon in future games.] This is important because it reduces down time (which is a competitive advantage to other games). It also allows you to patch more often and more frequently (no more waiting until patch day to close a major exploit!).
The benefits don't have to be limited merely to reducing downtime for patching in fixes or major content updates. Being able to stream new information and new items on the fly provides more flexibility for Live Events, since you don't have to take down the servers to change the world. The Live Event can go through several stages and have smaller, more incremental changes over time.
While Free Realms isn't the type of game I'd like to play, because it is oriented towards kids, it has many features that I would love to see in a more mature setting. Streaming content is one such feature. Next week, I'll ramble on about a few of the others.
Tuesday, May 26, 2009
Scaling Damage for Live Events
Many Live Events in EverQuest II scale the quests and monsters to the player's level. This way they can offer quests that anyone can play, regardless of level. One problem with this approach: all monsters have to be first triggered by a player, so the game knows what level to create the monster.
What if instead of scaling the monster to the player's level, we had a certain class of monsters where the damage you deal was scaled up or down to match the monsters nominal level. The monster would also deal damage in a manner that scaled to the player's level. (Out-of-group player-to-player healing would still be a problem, so perhaps the game would lock all such encounters.) This way it wouldn't matter what level you are.
The player's level itself shouldn't scale, so their relationship with the surrounding zone would be unchanged.
This could open up a whole new set of scenarios. Imagine a huge lag inducing gnoll army starts to march on Qeynos. The entire server can join in on the fight without worrying about level 80s trivializing the fight by rounding up the entire zone and AOEing them. Low level players can even join in. And the monsters can roam around and aggro using normal game mechanics without having to be "force spawned" first.
This would be a neat way to provide story-based content that the entire server can enjoy and play together, without excluding people based on level. Because existing content continues to have level, the sense of progression that the leveling mechanic confers is not eliminated.
Would such a system be workable?
Final Fantasy XI had something quite like I envisioned several years back when they unleashed the Twinkling Treants upon us. However, instead of scaling damage, they forced players to mentor down to a specific level in order to fight it. This allowed everyone to participate, but it did have the drawback that you had to explicitly look for a guard to grant you the buff you needed to fight the monster first, instead of simply joining in while running by (which would be more immersive and make it more likely for the event to gather participants.)
What if instead of scaling the monster to the player's level, we had a certain class of monsters where the damage you deal was scaled up or down to match the monsters nominal level. The monster would also deal damage in a manner that scaled to the player's level. (Out-of-group player-to-player healing would still be a problem, so perhaps the game would lock all such encounters.) This way it wouldn't matter what level you are.
The player's level itself shouldn't scale, so their relationship with the surrounding zone would be unchanged.
This could open up a whole new set of scenarios. Imagine a huge lag inducing gnoll army starts to march on Qeynos. The entire server can join in on the fight without worrying about level 80s trivializing the fight by rounding up the entire zone and AOEing them. Low level players can even join in. And the monsters can roam around and aggro using normal game mechanics without having to be "force spawned" first.
This would be a neat way to provide story-based content that the entire server can enjoy and play together, without excluding people based on level. Because existing content continues to have level, the sense of progression that the leveling mechanic confers is not eliminated.
Would such a system be workable?
Final Fantasy XI had something quite like I envisioned several years back when they unleashed the Twinkling Treants upon us. However, instead of scaling damage, they forced players to mentor down to a specific level in order to fight it. This allowed everyone to participate, but it did have the drawback that you had to explicitly look for a guard to grant you the buff you needed to fight the monster first, instead of simply joining in while running by (which would be more immersive and make it more likely for the event to gather participants.)
Friday, May 15, 2009
Auto-Mentoring
There were some interesting comments on the May 14 Dev chat appeared recently. One of the comments that caught my eye was a question regarding keeping lower level content relevant, particularly Veeshan's Peak (so Mythicals retain some relevance.) A dev responded that they were indeed looking into ways to keep lower level content relevant. Unfortunately, they provided no further details...
I don't know what they have in mind, but one idea that I would like to see would be for zones to automatically mentor people who exceed the intended level range of the zone or raid by several levels. It might be acceptable to allow people to "outlevel" a zone by a few levels, to maintain a sense of progression, but to completely gray out and trivialize zones robs the game in the long run. No one ever wants to go to these old zones because there is absolutely nothing to be gained. Keeping the older zones at least somewhat challenging prevents many quests (where you simply travel to certain parts of the zone) from becoming completely trivialized, and therefore less fun.
I'd also want to see level scaling zones automatically mentor a player down if they exceed the level that the zone was set to. For example, if I mentor down to a level 50 and zone into Scion of Ice, the zone sets itself to level 50. If I then unmentor, I should be forced to remain at level 50 (even though I'm no longer mentoring anyone.)
These days, mentoring seems to be used most often to exploit game mechanics by trivializing zones. It was intended as a way to help veteran players join forces with newer ones, and to work around one of the principal disadvantages of a leveling system: leveling creates barriers that prevent people from playing together.
To help encourage high level players to join forces with low level players for mutual gain instead of exploiting the game mechanics, I would also want to see them increase the amount of XP you get while mentoring, almost to the extent that one could level from 81 to the next level cap on OLDER content if one wanted to (obviously the newer quest lines in the newer zones would be better since you'd gain better gear and so on that way, but the point is it gives people a choice and makes mentoring a mutually beneficial relationship, especially if the higher level player isn't earning AA from it [because they aren't at the level cap, for instance.])
This would make it more attractive to play with lower level players for both AA and leveling up (when they increase the level cap), without completely trivializing the lower level content (obviously the mentoring scales imperfectly, but to some extent that's fine.) And it would help keep much of the older content in the game relevant.
I don't know what they have in mind, but one idea that I would like to see would be for zones to automatically mentor people who exceed the intended level range of the zone or raid by several levels. It might be acceptable to allow people to "outlevel" a zone by a few levels, to maintain a sense of progression, but to completely gray out and trivialize zones robs the game in the long run. No one ever wants to go to these old zones because there is absolutely nothing to be gained. Keeping the older zones at least somewhat challenging prevents many quests (where you simply travel to certain parts of the zone) from becoming completely trivialized, and therefore less fun.
I'd also want to see level scaling zones automatically mentor a player down if they exceed the level that the zone was set to. For example, if I mentor down to a level 50 and zone into Scion of Ice, the zone sets itself to level 50. If I then unmentor, I should be forced to remain at level 50 (even though I'm no longer mentoring anyone.)
These days, mentoring seems to be used most often to exploit game mechanics by trivializing zones. It was intended as a way to help veteran players join forces with newer ones, and to work around one of the principal disadvantages of a leveling system: leveling creates barriers that prevent people from playing together.
To help encourage high level players to join forces with low level players for mutual gain instead of exploiting the game mechanics, I would also want to see them increase the amount of XP you get while mentoring, almost to the extent that one could level from 81 to the next level cap on OLDER content if one wanted to (obviously the newer quest lines in the newer zones would be better since you'd gain better gear and so on that way, but the point is it gives people a choice and makes mentoring a mutually beneficial relationship, especially if the higher level player isn't earning AA from it [because they aren't at the level cap, for instance.])
This would make it more attractive to play with lower level players for both AA and leveling up (when they increase the level cap), without completely trivializing the lower level content (obviously the mentoring scales imperfectly, but to some extent that's fine.) And it would help keep much of the older content in the game relevant.
Subscribe to:
Posts (Atom)

