Shaun98ca2 wrote: »
Content is constantly out leveled making it useless. Friends don't always play at the same time so level differences always pose an issue.
Tannakaobi wrote: »AlexDougherty wrote: »
It's been done, people complained. They said they didn't like grinding solely for gear, which you then replace when you get the next peice. Also if they include gear bonuses, mixing gear produced weird bugs, which people complained about.
Can you give me an example of a high budget game that has done this, that is also a fantasy based mmo?
People will complain no matter, but so long as you have balance, interesting stories, well designed dungeons and fun PVP I think you have all you need for a successful mmo.
Obviously you need to reward players for achievement, but I think titles, pets and bragging rights is much more interesting than levels.
AlexDougherty wrote: »Tannakaobi wrote: »AlexDougherty wrote: »
It's been done, people complained. They said they didn't like grinding solely for gear, which you then replace when you get the next peice. Also if they include gear bonuses, mixing gear produced weird bugs, which people complained about.
Can you give me an example of a high budget game that has done this, that is also a fantasy based mmo?
People will complain no matter, but so long as you have balance, interesting stories, well designed dungeons and fun PVP I think you have all you need for a successful mmo.
Obviously you need to reward players for achievement, but I think titles, pets and bragging rights is much more interesting than levels.
I can't remember, but there was an MMO designed like that, everything was earned in game, gear had stats, you used abilities to get stronger versions. But I can't remember the name, or how well funded it was. It was fantasy though, and about eight-ten years ago. It didn't last long, not sure if that was because people hated it, or WoW or something killed it.
I just remember reading the review, which come to think about it would have been biased.
Ralph_Damiani wrote: »You can still have levels if you don't design your world around them. Areas could have creatures and NPCs of all levels, the farther you get from safe towns and cities and into the wilderness, the more dangerous it gets. Your whole world doesn't have to become empty and redundant as more people get to veteran content.
Vendersleigh wrote: »Personally I hate levels and would love a good company to employ Raph Koster to make a low-ish fantasy MMORPG.
But I know that is wishful thinking and that many people now have been carrot-ised by WoW, EQ and other games, finding enjoyment only if they are "progressing".
Yeah, me too. Saw it in the store and said to my wife, "Oh hell yeah! Now I can finally command my own Imperial Star Destroyer!"Tannakaobi wrote: »Vendersleigh wrote: »Original SWG did not have levels and was great, until they tried to balance the skills for PvP, which they could not do so they redid the combat system (Combat Upgrade aka the dreaded CU) which failed and then led to the NGE (New Game Experience).
Sadly I missed out on SWG, I did play the demo but at the time the concept of killing 10 of everything was then alien to me so l didn't bother... bad decision really.
Tannakaobi wrote: »If they didn't, then everyone could do what they want, as in dungeons, pvp, pve...
There could still be skill levels and gear stats...
I don't know why no one has thought of it... or at least no one with a decent budget.
Edit: also it would remove the 'end game' concept.
Shaun98ca2 wrote: »Eve online doesn't have levels. Your skill levels, cash and reputation determine what open to you. Levels and class all hark back to the original pen and paper Dungeons and Dragons.
Original Dungeons and Dragons had levels but it didn't hinder the game. A session of D&D everybody shows up and plays together. You rarely ever out level our friends and cant play together and when I say rarely I mean it just doesn't happen.
In D&D regardless of your level the game is tailored to your specific group.
The leveling doesn't hinder the game, it hinders MMOs at every step and turn.
Content is constantly out leveled making it useless. Friends don't always play at the same time so level differences always pose an issue.
Leveling also creates more work for developers as well. Gotta get everything right for EVERY level. Each individual level needs to be looked at as well as the content.
A level less game wouldn't have this problem as everything is working on a baseline that never changes.
Tannakaobi wrote: »You don't want an RPG. You want a shooter. You want Bioshock in Tamriel. Fortunately this will NEVER be the case with ES games.
I really don't, I enjoy FPS games a lot, but what I want is a game like eso, but where I am really free to do what I want from the start. It's what I expected from a TES game, not so much no levels but freedom.
Most of what I want is to PVP, but I do like to mix it up a little. Why is it that in all MMO's I need to complete the game before I can really enjoy the PVP?
You are right, but kind of backwards. I've never played Bioshock so couldn't comment, but I'd like to take the combat from ESO to a FPS game. That would be awesome.
adamrussell52_ESO wrote: »Levels mean exponential progression.
No levels means linear progression.
Ultima Online started with no levels (no idea if it still has no levels) and it was great, the only thing you had to worry about was what skills you wanted to level. EQ had levels and pretty much everyone rushed to level cap and began the whole "I'm at max level, what now" whining that still plagues MMOs today.
schroed360 wrote: »Tannakaobi wrote: »You don't want an RPG. You want a shooter. You want Bioshock in Tamriel. Fortunately this will NEVER be the case with ES games.
I really don't, I enjoy FPS games a lot, but what I want is a game like eso, but where I am really free to do what I want from the start. It's what I expected from a TES game, not so much no levels but freedom.
Most of what I want is to PVP, but I do like to mix it up a little. Why is it that in all MMO's I need to complete the game before I can really enjoy the PVP?
You are right, but kind of backwards. I've never played Bioshock so couldn't comment, but I'd like to take the combat from ESO to a FPS game. That would be awesome.
You should look for the"the division" on you tube ....
Amsel_McKay wrote: »ntil later when people thought that "max level" was where all the fun is at...
HINT: Like ESO the fun is NOT at max level its in the 1-50 part...
If you dont have levels you just end up with a game similar to Second Life. Which as far as I know is a hotspot for the urchens of the gaming world.
There may be things that you can say ESO is slavishly copying from WoW, but haven't levels always been in elder scrolls? Classes on the other hand.....
Tannakaobi wrote: »If they didn't, then everyone could do what they want, as in dungeons, pvp, pve...
There could still be skill levels and gear stats...
I don't know why no one has thought of it... or at least no one with a decent budget.
Edit: also it would remove the 'end game' concept.
Skill lines/Skill trees.
You would need a specific skill to use a specific type of weapon. Then advancing that skill tree for specialization and at the end perfection.
Then a skill tree for armour type, new one for speed, new one for rest of attributes, the list goes on. But also what you wear/use have its strengths ans weakness. As an example Heavy armour makes you slow, but more survivability in armour. Theres millions of options.
Then if you wish you can have skills for enchants, making each enchant behave different. You can even have skill trees making skills train faster. Theres room for a book on the subject, but I aint much fro Writing so use your imagination please.
In the end this makes for pvp being more easy on the new guys. As well as making it easier for the developers to make so there is no MAX levels or MAX skills. You just add more skills and skill lines, to the new weapons and armous and classes.
Tannakaobi wrote: »If they didn't, then everyone could do what they want, as in dungeons, pvp, pve...
There could still be skill levels and gear stats...
I don't know why no one has thought of it... or at least no one with a decent budget.
Edit: also it would remove the 'end game' concept.
driosketch wrote: »Reading through this thread, I see people tossing out examples, and yet I still have no idea what you guys are asking for.
How does an RPG with stats and progression of said stats work without levels? The closest thing I have experience with, (never played the older MMOs), that doesn't have levels is Legend of Zelda: A Link to the Past. And even that has a progression of difficulty through the different areas of the game. It's a lateral move at best, and I'm not seeing how moving the progression to skills and gear evens out the mob difficulty accoss the zones.
I guess the closest thing would be a FPS, but gun upgrades are a shallow comparison to the range of gear and abilities found in an RPG.