Yggdrasil_Gof wrote: »Great idea. I wouldn't care either way, but maybe you could add just a small bit of compensation for the lead player. Perhaps 50-100 for every player 5 levels or more below your level, not enough to grind, but enough to give a nudge to some players in the direction of giving it a try.
It may be enough to encourage some to give it a go, but not too much that it would destroy the economy with people repeatedly doing it for the pay off.
Those happy to enjoy bringing the newbies and experienced players together will either ignore there's a reward, or if drawn by the reward will find the reward isn't the most satisfying aspect, but that you are sharing your time an experience with lower level players.
Many games have bridged the gap between the lows and highs.
City of Heroes
- Offered a sidekicking system that raised the level of the lower level player to 1 lower than his mentor. So a level 10 can adventure with a level 50 as though he were level 49. Players had the ability to team up regardless of level though the lower level would still be lacking a lot of powers and enhancements. Still he would gain XP as a player of his own level, receive loot the same way, and be able to join for high level content if a bit disadvantaged due to not having all his skills unlocked.
Final Fantasy XIV
- Created a daily quest and Group Finder that favored low levels needing dungeon completions and placed the high levels queued up into their teams level synced to the level range for that particular dungeon, which also locks out any abilities gained after that level and normalizes gear to be appropriate for the level range. High levels had incentive to assist low level players without trivializing content with their power because they were effectively the same level as the dungeon.
PlanetSide 2
- The game is a shooter with levels that unlock more skill points and gear options, but it's almost all sidegrades and versatility of options. Any direct power upgrades can be acquired quickly by even a new player if they choose to focus in that area. All veteran players are for the most part just as easy to kill as a newbie, albeit more experienced in the ways of the game and able to field more types of vehicles or weapons.
Guild Wars 2
- Similar to FFXIV, it level syncs the player to the content and allows high level players to aid low levels in content without diminishing the risk and challenge severely. This example is the weakest because high level players are more likely to have legendary gear sets completed even though they are theoretically available to low level players as well.
Plus all the sandboxy skill-based games like Darkfall, Ultima, or EVE where levels don't exist and all that really matters is how you raised your skills.
ESO can easily do many of these. The simplest I feel would be to eradicate the stat differences in levels so everyone is effectively always Battle-leveled to the same rank. Then the only difference between high levels and low levels would be the number of skill points and/or Champion Points they have. But of course no one would ever go for this option as it would "invalidate" all their hard work and make the game a "pointless" killing simulator.
No, RPG fans need their numbers to tell them how big their EGO currently is. Which is what the Defiance MMO calls levels, your total EGO.