There has long been talk about getting rid of the vet levels because they "take too long" to advance in. I got to thinking about what would happen, assuming game systems remain the same, if vet levels were just replaced by additional character levels.
The feeling of drag by vet levels is created by the change where instead of gaining ~6-14 levels in an area, a player gains ~1.5 effectively. Thus advancement feels like it slows down greatly.
Under the current system, experience and monster level are balanced for the vet zones and have been. (pre-flattening of vet experience v2 required 400k xp and scaled upwards, but still had a ~1.5 per area gain)
Assuming game systems remain the same and there is not a massive rebalance of monster levels versus player characters in all currently v1-13 areas (also assuming that level 51 takes the same amount of experience as the journey from v1 to v2). This assumes a 1:1 vet to character level trade to avoid rebalancing of areas. This assumes also that XP gain remains the same wrt vet and regular player levels where regular player levels give 0% if you are over 5 levels above monster level and vet levels give experience from 45-v14 (because a v14 is level 50 + 14 vet levels). Here is what players gain versus lose:
Gain:
Foul Hides, Carapaces, Gears, etc. will increase in value. They currently max out at 9 gold per. So they will probably scale up to 10 or 11.
Loss:
More zones will become useless faster. Currently, a v14 player receives experience from fighting monsters at cold harbour all the way to Craglorn. Under the v14 cap, this would change to only be the last 2 areas in Cadwell's Gold, Cyrodiil and Craglorn. Under v16, this would only cause XP gain in Cyrodiil and Craglorn. Assuming Orsinium raises cap to v18 per common speculation, then upper Craglorn and outer Cyrodiil become the last places that basic players can level. Increase cap to v20 and beyond a certain point, players will have to buy content to advance.
So, it appears to me that losing vet levels will:
- Drastically reduce the number of areas where players gain experience.
- Cluster all players in the same areas for any form of advancement.
- Push the game into pay for advancement once character levels have outstripped readily accessible areas.
But hey, there's 2 gold pieces as tradeoff...
Due to a typo in the system, the area was accosted by the Daedric Prince Moar Lag Brawls.