pocketemu
TNT
- Joined
- Oct 17, 2013
Dungeons are killing this server, leveling sucks, player base is dying...These are the recurring themes and topics we all keep hearing this map. I only got to sit in on the last half of the meeting but this was obviously one of the major subjects discussed.
So who actually likes leveling? If servers that are succeeding have little build up and fun immediate play and nobody actually loves leveling...then why are we tied to the past? Just because many mmorpg's have a tedious grind to max level, doesn't mean it's the right way. We have already established that minecrafts pve is not very exciting so why are we determined to have this grind to max level?
I see a lot of complaints but very little solutions, if we want the issue to be addressed in a way we are happy with, then constructive solutions have to be proposed. Maybe they suck. but maybe there is something worth thinking about in at least one part of the idea.
I propose that legendary classes are done away with, leveling was made quick and easy (a couple of hours), and then the grind was moved to the end game content for gear.
If mmo's and dungeon crawlers have taught us anything it's that players hate leveling, but they don't mind doing the same content as much when they are getting something shiny out of it. it's simple add gear tiers, similar to the apex of time upgraded weapons but with different enchants on them that are more specified to specific play styles.
Example:
iron armor with prot 5 / fire resis 5 / unbreaking 7 and so on (good against fire based classes)
Iron armor with prot 5 / movement speed / unbreaking 7 (good for off tanks and classes with no mobility skills)
Iron armor with prot 5/ fire resist 2/ projective prot 2/ health plus 25 (balanced gear)
These are very rough figures i just threw out there to get the idea across and just one possibility. Another possibility could be that the gear has all the enchants and is just tiered to legendary gear just like the apex of time upgraded weapons. There are several ways this could be done, these are just some of them.
How could tiers work?
Iron armor with prot 1/
Iron armor with prot 1/ fire resist 1/ projective prot 1/ health plus 5
Iron armor with prot 2/ fire resist 2/ projective prot 2/ health plus 10
Iron armor with prot 3/ fire resist 3/ projective prot 3/ health plus 15
Iron armor with prot 4/ fire resist 4/ projective prot 4/ health plus 20
Iron armor with prot 5/ fire resist 5/ projective prot 5/ health plus 25
Now this still doesn't fully address how to level and what you are doing to get the gear but I think it is a more efficient system to build upon. Gear could be obtained through pvp merchants, dungeons, events (possibly the rifts Dewyn has been working on), or maybe even a money shop. It could also be obtainable through all of them, so you can pvp or pve for the gear.
Benefits:
-This would make leveling more bearable as you are being rewarded for your efforts, not just leveling.
-Adds end game content.
-Players will have access to their abilities earlier on and be able to enjoy their class.
-Switching classes will be more forgiving
-Players will be more motivated to try different classes resulting in more active players and feedback on the classes rather than 2-3
people commenting on a class.
-Creates a better economy as players will be selling gear regularly as they loot extras or find better gear which also creates a more active community.
-Leaves room for patches and future content as higher tier gear and unique enchants could be added mid way through the server which keeps players who grind and finis hall the content fast continuing to play.
-Increases raiding (Raiding for gear produces more rewards)
-Increases pvp (looting gear produces more rewards)
-Something new which will draw old and new players in
-Creates a more accessible server for new players to play and have fun with their classes.
Cons and issues this still doesn't fix:
-How to level still needs to be addressed.
-how to get the gear still needs to be addressed.
-Balance issues are bound to occur.
-What enchants do you put on the gear specifically.
-requires a lot of work and testing.
-May drastically increase the value of being a merchant.
Neutral things that may change:
-Creates a gear gap (not much different from the current level gaps we already have however).
-Still overall the same amount of time it takes to level and gear now, but the time leveling is replaced getting gear.
I'm sure I overlooked some stuff, but I just woke up and wrote whatever but here are some ideas.
So who actually likes leveling? If servers that are succeeding have little build up and fun immediate play and nobody actually loves leveling...then why are we tied to the past? Just because many mmorpg's have a tedious grind to max level, doesn't mean it's the right way. We have already established that minecrafts pve is not very exciting so why are we determined to have this grind to max level?
I see a lot of complaints but very little solutions, if we want the issue to be addressed in a way we are happy with, then constructive solutions have to be proposed. Maybe they suck. but maybe there is something worth thinking about in at least one part of the idea.
I propose that legendary classes are done away with, leveling was made quick and easy (a couple of hours), and then the grind was moved to the end game content for gear.
If mmo's and dungeon crawlers have taught us anything it's that players hate leveling, but they don't mind doing the same content as much when they are getting something shiny out of it. it's simple add gear tiers, similar to the apex of time upgraded weapons but with different enchants on them that are more specified to specific play styles.
Example:
iron armor with prot 5 / fire resis 5 / unbreaking 7 and so on (good against fire based classes)
Iron armor with prot 5 / movement speed / unbreaking 7 (good for off tanks and classes with no mobility skills)
Iron armor with prot 5/ fire resist 2/ projective prot 2/ health plus 25 (balanced gear)
These are very rough figures i just threw out there to get the idea across and just one possibility. Another possibility could be that the gear has all the enchants and is just tiered to legendary gear just like the apex of time upgraded weapons. There are several ways this could be done, these are just some of them.
How could tiers work?
Iron armor with prot 1/
Iron armor with prot 1/ fire resist 1/ projective prot 1/ health plus 5
Iron armor with prot 2/ fire resist 2/ projective prot 2/ health plus 10
Iron armor with prot 3/ fire resist 3/ projective prot 3/ health plus 15
Iron armor with prot 4/ fire resist 4/ projective prot 4/ health plus 20
Iron armor with prot 5/ fire resist 5/ projective prot 5/ health plus 25
Now this still doesn't fully address how to level and what you are doing to get the gear but I think it is a more efficient system to build upon. Gear could be obtained through pvp merchants, dungeons, events (possibly the rifts Dewyn has been working on), or maybe even a money shop. It could also be obtainable through all of them, so you can pvp or pve for the gear.
Benefits:
-This would make leveling more bearable as you are being rewarded for your efforts, not just leveling.
-Adds end game content.
-Players will have access to their abilities earlier on and be able to enjoy their class.
-Switching classes will be more forgiving
-Players will be more motivated to try different classes resulting in more active players and feedback on the classes rather than 2-3
people commenting on a class.
-Creates a better economy as players will be selling gear regularly as they loot extras or find better gear which also creates a more active community.
-Leaves room for patches and future content as higher tier gear and unique enchants could be added mid way through the server which keeps players who grind and finis hall the content fast continuing to play.
-Increases raiding (Raiding for gear produces more rewards)
-Increases pvp (looting gear produces more rewards)
-Something new which will draw old and new players in
-Creates a more accessible server for new players to play and have fun with their classes.
Cons and issues this still doesn't fix:
-How to level still needs to be addressed.
-how to get the gear still needs to be addressed.
-Balance issues are bound to occur.
-What enchants do you put on the gear specifically.
-requires a lot of work and testing.
-May drastically increase the value of being a merchant.
Neutral things that may change:
-Creates a gear gap (not much different from the current level gaps we already have however).
-Still overall the same amount of time it takes to level and gear now, but the time leveling is replaced getting gear.
I'm sure I overlooked some stuff, but I just woke up and wrote whatever but here are some ideas.
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