Multitallented
Legacy Supporter 5
- Joined
- Aug 31, 2011
As a former server owner I have dealt with and solved this problem a long time ago. I can see that it is a big problem.
Inherent in the leveling system is a mechanic that abuses new players and makes good fights between experienced players rare. The level difference has to be 5 or less most often. It also allows for a scenario where senior players can prevent less senior players from playing at all. This is because lower levels are at a severe disadvantage, which results in repeated death at the hands of camping players.
I've heard about this problem a lot on the outside of herocraft. A lot of my players refused to join me on herocraft for this reason. Now my entire town has been shut down temporarily because of this. I argue that it is unreasonable to force everyone on pvp to be nomadic until they grind to level 65. I would also argue that no person/group should be forced to log off to prevent being hunted repeatedly. These things are vital in a hardcore environment.
I would be happy to help code/config/balance any solution that will fix this problem.
Let's weigh the pros and cons.
Current Situation
Pros:
- Simple linear progression
- Strong sense of reward for gaining levels
Cons:
- Divides the server into PvE and PvP
- Punishes you for changing classes by sending you back to PvE until you are near max level
- Forces PvP players to play PvE or be harassed on the PvP server until they are near max level
Dynamic PvP Flagging and zoning (World of Warcraft solution)
Pros:
- Less divided server
- Reduced harassment
- Simple linear progression
- Strong sense of achievement when gaining levels
Cons:
- Reduced PvP
- Added complexity (where should I go to get a good fight?)
- Code development costs are higher
- Possible abuse of non-pvp flagged players stealing or spying
Flat leveling (TF2 solution)
Pros:
- Increased PvP (every fight is a good fight)
- Simple Progression
- Increased Variety (more classes with more fighting styles)
Cons:
- Weak sense of achievement when gaining levels (you don't unlock much or gain hp/damage/etc)
Dynamic Classes with Flat leveling (Star Citizen solution)
Pros:
- Non-linear progression (quests unlock skills to replace your current ones)
- Increased Variety
- Increased PvP
- Becomes a challenge to collect skills.
Cons:
- Added complexity
- Code development costs are higher
Dynamic Classes with PvP flagging (Skyrim solution)
Pros:
- Non-linear progression (quests unlock skills to replace your current ones)
- Increased Variety
- Less divided server
- Reduced harassment
- Becomes a challenge to collect skills.
Cons:
- Very high complexity
- Reduced PvP
- Code development costs are very high
- Possible abuse of non-pvp flagged players stealing or spying
Inherent in the leveling system is a mechanic that abuses new players and makes good fights between experienced players rare. The level difference has to be 5 or less most often. It also allows for a scenario where senior players can prevent less senior players from playing at all. This is because lower levels are at a severe disadvantage, which results in repeated death at the hands of camping players.
I've heard about this problem a lot on the outside of herocraft. A lot of my players refused to join me on herocraft for this reason. Now my entire town has been shut down temporarily because of this. I argue that it is unreasonable to force everyone on pvp to be nomadic until they grind to level 65. I would also argue that no person/group should be forced to log off to prevent being hunted repeatedly. These things are vital in a hardcore environment.
I would be happy to help code/config/balance any solution that will fix this problem.
Let's weigh the pros and cons.
Current Situation
Pros:
- Simple linear progression
- Strong sense of reward for gaining levels
Cons:
- Divides the server into PvE and PvP
- Punishes you for changing classes by sending you back to PvE until you are near max level
- Forces PvP players to play PvE or be harassed on the PvP server until they are near max level
Dynamic PvP Flagging and zoning (World of Warcraft solution)
Pros:
- Less divided server
- Reduced harassment
- Simple linear progression
- Strong sense of achievement when gaining levels
Cons:
- Reduced PvP
- Added complexity (where should I go to get a good fight?)
- Code development costs are higher
- Possible abuse of non-pvp flagged players stealing or spying
Flat leveling (TF2 solution)
Pros:
- Increased PvP (every fight is a good fight)
- Simple Progression
- Increased Variety (more classes with more fighting styles)
Cons:
- Weak sense of achievement when gaining levels (you don't unlock much or gain hp/damage/etc)
Dynamic Classes with Flat leveling (Star Citizen solution)
Pros:
- Non-linear progression (quests unlock skills to replace your current ones)
- Increased Variety
- Increased PvP
- Becomes a challenge to collect skills.
Cons:
- Added complexity
- Code development costs are higher
Dynamic Classes with PvP flagging (Skyrim solution)
Pros:
- Non-linear progression (quests unlock skills to replace your current ones)
- Increased Variety
- Less divided server
- Reduced harassment
- Becomes a challenge to collect skills.
Cons:
- Very high complexity
- Reduced PvP
- Code development costs are very high
- Possible abuse of non-pvp flagged players stealing or spying
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