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Baron von Scrufflebutt

Member Since 02 Jun 2012
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Posts I've Made

In Topic: The game's content is poorly distributed, while its progression is simply...

Yesterday, 10:13 AM

View PostMiragee, on 30 September 2014 - 08:24 AM, said:

Wouldn't you outlevel every area then?

1. As I said, each map gives you around 3 levels worth of XP of on-demand content. That's 3 levels worth of XP in a 10 or 15 level map. Doubling the XP would push that to some 6 or 7 levels. That's 7 levels in a map that spans 10 or 15 levels. Add the PS, add events, gathering, ... and players could easily get the needed XP.
Heck, this would could lead to folks not needing to explore the full map before moving on: which, as mentioned, is something I am a massive fan of because it leaves content on maps that players can return to.

2. Downscaling. If players gain too much XP, the game downscales said players making sure that the content is still challenging.


Doubling the XP gains for the whole game is as close to being the best solution for this mess that I can see: the game is made more approachable while A.Net isn't forced to waste hours upon hours on fixing things.

Just double the XP for everything.

In Topic: The game's content is poorly distributed, while its progression is simply...

Yesterday, 08:14 AM

It just hit me that the easiest way to fix this issue would be to simply apply the:

Quote

Low-Level Experience Curve
  • Reduced the amount of time it takes to reach level 15.

to the whole game. Just buff the XP all around. A.Net gets to keep the "slow introduction of confusing elements by time-gating them" and "we need 80 levels to compete with other MMOs", but these 80 levels would then  be much more in line with the amount of content in areas and the overall amount of progression. If they double the XP gains, the game would effectively just have 40 levels (compared to the current state) and that would come very close to making sense.

In Topic: The game's content is poorly distributed, while its progression is simply...

24 September 2014 - 07:57 AM

View PostMCBiohazard, on 23 September 2014 - 05:26 PM, said:

I'm not sure that 3 levels per map is accurate these days. The leveling feels much faster to me after the feature update, I unlocked the first personal story chapter at 10 before I was halfway through map completing Queensdale. Add in the natural XP spikes of daily achievements done during the course of normal play and the XP from doing the personal story as it unlocks and I was well ahead of the map level curve by the time I finished Kessex Hills and stepped into Gendarren Fields.

Unless I'm misunderstanding your post and the curve you mentioned is your proposal for how it *should* work.

They sped up the levelling from 0-15. (If they'd apply that levelling speed to every level, that would be pretty darn sweet.) Outside of that, there have been no changes. So, I don't see why those 3 levels of XP from persistent content wouldn't be true any longer.

In Topic: GW2: a true successor to GW1

22 September 2014 - 08:15 AM

I have to wonder if konga lines will be sufficient for GW2 players.

(I really hope that Gaile's return doesn't signal the return to engaging the community for the sake of engaging it.)

In Topic: The game's content is poorly distributed, while its progression is simply...

22 September 2014 - 08:01 AM

View Posttypographie, on 17 September 2014 - 02:58 PM, said:

Maybe I'm missing the point, but what you describe here sounds much like the way it already works. You'll get many levels if you go for 100% completion, 10-15 sounds like a fair estimate. Or you already have the freedom to complete whatever you want to complete (perhaps 5 levels' worth) and move on. You aren't being forced to complete every element in a specific map as it is. Especially since, as you say, there is so much more open-world content than is needed to get you to 80 so you often have many options available.

Additionally, some early- and mid-game content is already end-game oriented. Tequatl and the Triple Wurm are literally in mid-game areas. Some world bosses relevant to end-game players start immediately from the first zones.

The persistent content in a map (POIs, hearts, vistas, ...) should give you around 3 levels worth of XP in a 10 or 15 level map. You then need to do things like gathering, events or killing trash to get the remaining 5-10 levels to be able to leave the map. This is where I find the game to be problematic for players: the game presents mandatory content as optional.
This means that the game game either need to create more content that players will perceive as mandatory (new quests, new hearts, ...) or the "optional" content needs to be truly optional: and that means that they need to change the level gating.