Taleof2Cities wrote: »This idea starts to break down when ZOS sees that players would not have to run content to obtain higher level gear ... like ever.
Your idea is not bad at first glance, however...
1) Questing provides all of the gear your character may need as part of the 'package' of exploring, earning experience, unlocking skills, and learning to play the game.
2) The newly launched Level Reward system provides additional, unique gear at key levels
3) The original 'starter' islands - Bleakrock, Kenarthi's Roost, and Stros M'kai - provide gear especially designed for boosting experience gains and thus accelerated levelling
4) Gear progression is a cornerstone of MMOs and one of the main rewards from gameplay. Gear 'regression', which seems to be a possible description of one of your ideas, would subvert gear progression altogether, since one end-game character could obtain end-game gear and share it with any level character. I shudder to think of the impact of Maelstrom inferno staves and Perfected gear on Kyne.
5) Crafting is a key component of the game, yet it can also be considered optional. If you think you may wind creating a number of characters over time (most players do), creating a crafting character will be a valuable asset to your account and would permit you to make/store or remake a variety of tailor-made training sets of all levels.
You mentioned you like to take your time. I think that's the best route. In time, you'll find the gear you discard is soon forgotten.
Your idea is not bad at first glance, however...
1) Questing provides all of the gear your character may need as part of the 'package' of exploring, earning experience, unlocking skills, and learning to play the game.
2) The newly launched Level Reward system provides additional, unique gear at key levels
3) The original 'starter' islands - Bleakrock, Kenarthi's Roost, and Stros M'kai - provide gear especially designed for boosting experience gains and thus accelerated levelling
4) Gear progression is a cornerstone of MMOs and one of the main rewards from gameplay. Gear 'regression', which seems to be a possible description of one of your ideas, would subvert gear progression altogether, since one end-game character could obtain end-game gear and share it with any level character. I shudder to think of the impact of Maelstrom inferno staves and Perfected gear on Kyne.
5) Crafting is a key component of the game, yet it can also be considered optional. If you think you may wind creating a number of characters over time (most players do), creating a crafting character will be a valuable asset to your account and would permit you to make/store or remake a variety of tailor-made training sets of all levels.
You mentioned you like to take your time. I think that's the best route. In time, you'll find the gear you discard is soon forgotten.
I’ve leveled 7 toons now and have a very capable crafted. Yet logging on to remake two sets or more ever 5 levels or so is a pain. And people aren’t really farming for new gear below level 50. But I do agree the second idea is not good and I pretty much said as much. But I think a trait that scales gear with you from 1-49 wouldn’t throw the game off. Maybe even keep it to a craftable only trait.
Your idea is not bad at first glance, however...
1) Questing provides all of the gear your character may need as part of the 'package' of exploring, earning experience, unlocking skills, and learning to play the game.
2) The newly launched Level Reward system provides additional, unique gear at key levels
3) The original 'starter' islands - Bleakrock, Kenarthi's Roost, and Stros M'kai - provide gear especially designed for boosting experience gains and thus accelerated levelling
4) Gear progression is a cornerstone of MMOs and one of the main rewards from gameplay. Gear 'regression', which seems to be a possible description of one of your ideas, would subvert gear progression altogether, since one end-game character could obtain end-game gear and share it with any level character. I shudder to think of the impact of Maelstrom inferno staves and Perfected gear on Kyne.
5) Crafting is a key component of the game, yet it can also be considered optional. If you think you may wind creating a number of characters over time (most players do), creating a crafting character will be a valuable asset to your account and would permit you to make/store or remake a variety of tailor-made training sets of all levels.
You mentioned you like to take your time. I think that's the best route. In time, you'll find the gear you discard is soon forgotten.
I’ve leveled 7 toons now and have a very capable crafted. Yet logging on to remake two sets or more ever 5 levels or so is a pain. And people aren’t really farming for new gear below level 50. But I do agree the second idea is not good and I pretty much said as much. But I think a trait that scales gear with you from 1-49 wouldn’t throw the game off. Maybe even keep it to a craftable only trait.
I have found that I get by with 3 level tiers 4, 14, 36. My crafter happens to be my main character, so knocking out a couple sets of gear isn't a problem for me.
Limiting your 'Levelling Trait' to crafted sets solves some of the potential problems, but it does not solve the most important problem: Gear Progression is one on the cornerstone concepts of MMO games. This means old gear must become weaker as your character gains experience so that it is worthwhile to quest, to explore, to test your mettle in delves or in group content, in order to have a worthy reward for victory.
There are very few MMOs -or single player games - that do not have some mechanism to encourage players to seek and win better, stronger, or more useful gear. Gear progression is one expression of the fundamental reasons human beings play games - effort, risk, reward.
If you are looking for a convenient way to avoid gear progression on multiple characters, simply acquire and/or craft suitab l e sets and store them for future use.